"I am the entertainer,
And I've had to pay my price.
The things I did not know at first,
I learned by doin' twice."
- William Joel
And I've had to pay my price.
The things I did not know at first,
I learned by doin' twice."
- William Joel
A couple of weeks ago, I wrote at length about the 10000 Hour Rule, which can be stated as follow:
To master any non-trivial field requires 10000 hours of dedicated practice and study.
The previous post was about the rule and why I think it's a true thing. I also wanted to write a bit about how this rule applies to the creation of computer games, which, believe me, is an endeavor that takes many years to master.
How the Rule Applies To Professional, AAA Game Development
Big game companies are infamous for eating their young. They scoop up young people that don't know any better, make them work insane hours for crap pay, discard them when they burn out, and harvest a new crop of workers. There are few elder statesmen who stayed around long enough to get really good at what they do. Alas, most of the rank and file get driven off before they put in the years necessary to get really good.
So if you've ever wondered why games tend to be so derivative and make so many of the same mistakes again and again ...
How the Rule Applies To Indies
When an indie developer nobody cared about suddenly breaks out and releases a hit, kickass game, you know what I love to do? Find out how that sudden superstar spent the years learning to make a good game.
Every successful indie developer has a pile of relatively rough old games they cut their teeth on. Notch (Minecraft) does. Jonathan Blow (Braid) does. Petri Purho (Crayon Physics) does. I sure do. John Carmack and John Romero made a pile of games you never heard of before they created Wolfenstein 3-D and Doom.
It's necessary. You can't just make a good game from scratch. You have to spend years working at it, writing stuff that you probably won't be very proud of. I count myself very lucky that, when I was writing my early RPGs, there was pent up demand for them. Enough so that even my rough, subpar goods were able to generate a living.
One More Example That Amuses Me
I only just heard about an upcoming Indie RPG called Driftmoon, being developed by a small company called Instant Kingdom. Hey, why shouldn't they write an Indie RPG? Everyone else is.
I'd never heard of them, but I looked at the gameplay video and the screenshots and thought, "Hey, this looks really nice. I bet this isn't their first game."
Then I looked at their older games. Five of them, each one a little nicer than the one that came before. It's awesome to look at. You can almost see the learning.
(Oh, and you can see the couple who runs Instant Kingdom here. I don't want to sound crass, but these are two seriously attractive game developers. If I was running some Association For the Advancement of Indie Games or something, I would put those two on a poster in a cold second. The caption would be, "Indie Game Developers - WE'RE NOT MONSTERS!")
How the Rule Applies To You. (If You Want To Create Games.)
So if you're one of the many enterprising young folks who ask me about getting into this business, learn from the above. Write games. Lots of them. Don't worry about aiming too high. Don't do your ultra-mega-epic yet. A bunch of varied, small apps is a great way to learn, and you'll get a bunch of your failures out of the way early.
It's a lot of work, but don't despair. Hey, I built a career on a game that looked like this. If that can happen, than you, a person I suspect is at least as intelligent and driven as me, totally has a shot.