I have worked recently on many new designs and had many problems making any of the project progress. I am trying to find a pattern on why it happens in order to develop better working methods. I think I found a solution.
I am one of those designers which are driven by motivation and mood which changes with the passage of time. This motivation can be influenced by external events, like watching a movie, or simply new ideas. Motivation is important because ideas come in more easily and productivity is higher.
In the design process, you first try to create the core of the game. This is complicated because you have no basic structure to build on, you need to create the structure. When you have your core working than you can make you game evolve and refine the mechanics like if you were making variants.
Refining games and designing variants seems much easier to do because you are working on a basic structure and you seem to be able to work a longer amount of time before being out of ideas and motivation. But why?
In Early design, the changes that you will have too make will be much greater than the changes you are going to make at the end of the design.
When you playtest your few first prototypes and it does not works, it is more than likely that you do not have to solution to your problems because the solution could lie way outside the vision of your game. Which create the effect of hitting a wall to the puzzle solving and de-motivating the designer to work on this project.
But with time, new ideas will come in different ways, and it might actually unlock a design that previously lead no-where. This will create a gain in motivation to play test that new feature. This motivation is important because it places the designer in optimal performance situations.
So I thought that there could be a working method designed around this. It would simply consist in jumping constantly from a game design to another until one of your design is mature enough to be able to put more time on it. As a game becomes more mature, you should be able to place more time on the game before needing to switch to another game.
So the process would consist in a series of iterations where each iteration is done on a different games. An iteration could look as follow.
- Design the game, or the changes.
- Prototype it.
- Play test and take notes.
- Dress up a list of changes and unsolved problems.
- If the design is locked change the game, else start again.
So that could be a way to make sure you always have a motivational hype when designing your games and it should also give you an illusion that your game ideas are progressing rather than having half of then taking dust in a closet.
What do you think?