Iām writing this as Iāve been inspired by how many people say, āOh! I have an idea for a game/character/whateverā when I talk about game development. Sometimes theyāll launch into what their idea is about but I usually cut them off by asking, āWhy donāt you just do it yourself?ā
To which, as we all know, they reply, āWellā¦Iām more of an ideas kind of personā¦ā
But of course they are.
These kinds of people are talked about a lot in game development - theyāre a game developerās bane. But, as much as theyāre talked about, no one ever really talks about how to effectively deal to them. Rather: What to say to them and their little ideas.
How can you shoot these kinds of people down without killing them?
Their ego is going to be bruised no matter what you say - so now itās more of a question of how to bruise their ego in such a way that theyāll (hopefully) grow from. Whether they do or not is up to them completely. People tend to have a hard time seeing past their own pain and rejection - and right there, already, proof that game development would eat them alive.
Hell, Iām an ideas person too. So are you. Would we be creating games otherwise? No, because we wouldnāt have a game to create. We need ideas for games before we can actually make the game.
So, in response to their own response, I usuallyĀ ask, āHow many projects have you taken on that youāve completed? How many projects have you started but then dropped? Which number is more - the number of projects youāve finished or the ones youāve given up on?ā
Red flag if the second number is the one thatās the highest.
Game development is full of these red flags.
Question: How many times have you gotten an idea in the middle of a project you were working on? Probably a thousand times and then some, right? The easily distracted will pursue those fresh ideas, risking never to finish what they start - whereas the more disciplined will write the idea down and continue working on the task at hand. The point is, whether youāre the idea chaser or the idea recorder, you have ideas. A lot of them. All the time.Ā
You have plenty of ideas. What you donāt have is the time to pursue all of them. Your job as a fellow idea guy is to pick the best of the bunch, buckle down, and finish one idea at a time to the best of your ability.
To these āidea guyā kind of people, explain to them that ideas are not the problem.Ā Getting shit doneĀ is the problem.Ā Finishing whatās startedĀ is the problem.
Ideas are, as commonly stated, a dime a dozen. But if those ideas arenāt brought from start to finish, theyāre useless.
Game development doesnāt needĀ ideaĀ guys. What game development needs areĀ finisherĀ guys.
Having an idea is one thing. Creating and completing that idea is something else entirely.









