從遊戲開發中學到的125件事

作者:Steven Honders

首先我想先介紹下自己。我是來自荷蘭HKU大學的大四畢業生。在大學四年間我帶着發行遊戲的目標創造了幾款遊戲。但是因爲一些原因我未能發行全部的遊戲。在大學的最後兩年我完全致力於自己所創建的公司Speelbaars中,並且我們的第一款遊戲《Lumini》也得到了學校的大力支持。我並不善於講故事,所以我將在此以列表的形式提供自己在過去幾年裏所學到的一些東西。

lumini(from xianguo)

lumini(from xianguo)

1.不要只是想着創造遊戲,你應該將其落實行動。

2.不要一直談論理念,而是應該去呈現這些理念(創建遊戲原型!)

3.不要嘗試着獨自完成所有內容。

4.學習有關開發的每個部分(遊戲邦注:包括編程,設計,美術,商業)。

5.相信與你共事的人。

6.及時簽訂合同。

7.提前做好計劃,特別是在長期項目中。

8.不要害怕向別人尋求幫助,信息或反饋。

9.不要害怕捨棄,要知道刪減纔是創造的藝術。

10.瞭解“最低可行性產品”意味着什麼。

11.敢於犯錯並從中獲得學習。

12.你不可能阻止任何錯誤的出現,你只能選擇去接受它們。

13.不要感到驚慌,總是會有解決方法的。

14.爲你的用戶創造遊戲,而不是爲自己。

15.永遠待在舒適區是不可能發揮自己的潛能。

16.你將爲了獲得關注而與無數開發者展開競爭。

17.不要因此而被嚇到。

18.並不是所有人都會喜歡你的遊戲,但這也不是什麼壞事。

19.總是會有人喜歡你的遊戲,你只需要去找到他們。

20.幾乎所有見到你的人都會說喜歡你的遊戲,但事實不一定是這樣。

21.你可能不能通過製作遊戲而發財。

22.你可能不能通過製作遊戲而成名。

23.你的遊戲將影響某些人的生活。

24.不要讓其他人打擊到你。

25.現實地看待自己的未來。

26.你需要與別人進行更多的交談。

27.你需要接觸一些社交媒體。

28.不管你有多討厭Twitter或Facebook。

29.網絡非常重要。

30.不要認爲任何與你交談的人是不重要的,任何人都有自己的價值。

31.不要無禮地對待任何人。

32.永遠不要自斷退路。

33.金錢並沒有罪,你總是需要它。

34.你不應該爲了金錢而犧牲創造性和想象力。

35.你需要努力平衡想象力與金錢。

36.你需要一直一直學習。

37.總是有些人更善於做某事。

38.你將會出現妒忌心理,這也是你需要解決的問題。

39.永遠不要去怨恨什麼,這不值得你去消耗任何精力。

40.你不需要對任何爭議作出迴應。

41.人們總是會爲了達到自己的目的去利用你。

42.這些人也仍可以做你的朋友,他們只是認爲你具有價值而已。

43.家人也能夠幫助你,即使他們並不懂遊戲。

44.與當地的遊戲開發社區保持聯繫,你將能在此交到朋友並學到一些東西。

45.不管你獲得了多大的成功,你都應該在別人有需求的時候主動幫助他們。

46.始終牢記所有人都是從最底端開始的。

47.AAA級遊戲並不是沒有靈魂的內容,製作這些內容的人和你一樣充滿激情。

48.發行商並不邪惡,甚至大多數發行商都很優秀。

49.甚至連最大的發行商也會盡自己的所能,但是一些大公司通常都擁有較爲不便的交流結構。

50.有可能的話最好多參加一些活動,即使只是一些當地的小活動。

51.如果你製作的是PC遊戲的話你總會想在Steam上銷售遊戲(遊戲邦注:因爲這是你的99%潛在市場)。

52.但同時你也要將遊戲帶到一些較小的平臺(如Itch.io,GoG等等)。

53.我並不是很瞭解主機市場,不好意思。

54.如果有人願意告訴你的話,你就應該聯繫他們並請求他們的幫助。

55.如果有人未回覆你的電子郵件,那可能是因爲他們還未看到,因爲他們的電子郵箱有太多郵件。

56.你一定要繼續發郵件,但也不要讓人感到厭煩。

57.如果你與嘗試着聯繫的人建立了某種關係,這時候社交媒體便是最佳交流工具,然後纔是電子郵件。

58.對於任何項目,一開始都不需要太多人。

59.縮小團隊規模是你始終都想避免的情況,所以擴大團隊規模將是更好的選擇。

60.着眼於身邊任何能夠帶給自己靈感的東西,不要只關注於其它遊戲。

61.靈感總是會在任何時間任何地方出現,你需要想辦法將其記錄下來。

62.儘管可能沒人喜歡,但是遊戲設計文件真的很重要。

63.你希望團隊中的某些人能夠關注於業務事宜。而這個人同時也可以是開發者。

64.你需要真正關注於市場營銷。

65.你需要儘早去營銷你的遊戲。

66.記得所有內容都將出現在網上並待在網上。

67.你總是需要對自己(在網上)所說的一切負責。甚至是在你難過,喝醉或生病的時候說的話。

68.有些人總是會嘗試着攻擊你的弱點。

69.再一次的,這些人也不值得你去關注。

70.嘗試着從他們所說的事中學到些什麼,因爲任何事情的背後總是隱藏着真相。

71.如果你真的想要引起別人的關注的話你可以選擇打電話。

72.仔細檢查你所發佈的文本內容的語法。

73.也許某些策略在昨天是有用的,但在明天可能就沒用了。

74.總是保持創造性,不要去複製別人的作品。

75.總是仔細閱讀任何需要你簽名的內容,不理解的話就大膽地提問。

76.在接觸記者時,應該仔細思考自己想要分享什麼故事。

77.“我只是想要製作有趣的遊戲”並不是個好故事。

78.避免使用創新,吸引人,獨特等流行詞去描述自己的遊戲。

79.跳脫框架去思考如何從遊戲中獲得盈利。

80.創造多人遊戲總是很有趣,但當你開始這麼做時你卻會發現這也是很難銷售的遊戲。

81.獲得獎勵是好事,但通常情況下給予你獎勵的人不一定會購買你的遊戲。

82.儘管獎勵不能用來銷售遊戲,但是它們卻能夠幫助你獲得更多媒體曝光。

83.媒體關注自然很棒,但真正推動遊戲成功的還是那些能向朋友宣傳你的遊戲的人。

84.不要因爲害羞而不敢向一些較小的網站/YouTuber/Streamer呈現自己的遊戲副本。

85.如果你能夠說服兩個人去購買你的遊戲,你便能夠賺到比成本還多的錢。

86.不要因爲對方是你的朋友而購買遊戲,而要因爲你想要玩遊戲而去購買遊戲。

87.因爲如果你這麼做了,其他“朋友”也會期待能夠獲得這種待遇(即期待着你會購買他們的遊戲)。

88.現在,如果你的遊戲已經處於Greenlight狀態好幾個月,那就說明它還不夠優秀。

89.這並不意味着你的遊戲不好,只是你需要再回到繪圖板上而已。

90.如果你的遊戲在經過前幾周的開發後還不夠有趣,那它可能永遠都不會變得有趣。

91.這時候你應該拋棄原有的遊戲理念並嘗試一些全新的內容,而不是反覆去修改它。機會永遠都不會等着時間。

92.你所僱傭的每個人都需要你去花錢。甚至當你們執行的是收入共享政策時。

93.不要忘記花些時間去滿足自己除遊戲以外的興趣愛好。

94.不要將所有時間都投入在一個項目上,如此你便會很快失去興趣。要適當地休息。

95.不要害怕投錢,這些錢的投入最終都是值得的。

96.無論如何都要避免欠債。

97.如果有人給予你承諾,請勇敢地在他們忘記承諾的時候提醒他們。

98.不要害怕提供現金支持。

99.對於玩家來說一款優秀的遊戲總是有意義和價值、。

100.而做到這點的最簡單的方法便是確保你的遊戲是“有趣的”。

101.如果你失去了動力,你便可以先退後一步並提醒自己爲什麼要做這件事。

102.團隊中總是會出現爭吵,這沒關係。你只需要確保這種爭吵是關於一些重要的事便可。

103.確保能夠真正傾聽團隊成員們所關心的事。

104.永遠都不能忘記任何成功都是整個團隊的功勞。

105.當有人希望得到你的反饋時,不要害怕給予批評,並且需要確保給予具有建設性的意見。

106.當你指出一個問題時,你也需要考慮一些可能的解決方法。

107.你需要同時爲自己的成功與失敗負責。

108.關於任何問題你永遠都不是最獨特的那個,有些人可能已經遭遇過同樣的問題了。

109.在面對公衆或進行演講的時候儘可能表現得自然。

110.“不”並不一定意味着“永不”。

111.提交你的遊戲去參與一些競爭性活動。

112.記得製作遊戲是爲了給別人玩。不要害怕別人會在你的遊戲中遭遇失敗。

113.有些玩家可能會比較笨,所以在設計遊戲的時候你需要記得這點。

114.但是千萬別期待着玩家都很笨,你應該認真地面對他們。

115.當你嘗試着去推廣遊戲時,不要害怕受挫,你應該堅持不懈。

116.測試遊戲並不斷進行迭代。

117.在測試的同時不斷收集數據,同時也要重視自己的直覺。

118.如果你覺得某個不錯的報價是真的,那它可能就是真的。

119.任何經驗之談往往都不會有錯。

120.但是你的經歷往往都與別人不同。

121.不要爲了加入對話而撒謊。

122.不要因爲不知道某些內容而不敢承認。

123.讓一個人負責PR工作並相信他能夠做出正確的決定。

124.你將在某個時候發行遊戲,即使那時候你還未100%滿意遊戲。

125.永遠不要放棄!

本文爲遊戲邦/gamerboom.com編譯,拒絕任何不保留版權的轉發,如需轉載請聯繫:遊戲邦

125 Things I Learned While Developing Games

– Steven Honders

First I’ll provide some context by introducing myself. I’m a 4th year student/graduate from the HKU in the Netherlands. During my time there I’ve created several games with the aim to release them. Not all were published, for several reasons.
The last two years I spent working within my own company (Speelbaars) and we were supported by school on our debut title ‘Lumini’. I’m not that good at making constructive stories, so I’ll provide you with a handy bullet-list about stuff I’ve learned over the past few years.

1) Don’t think about making a game, start MAKING a game.

2) Don’t talk about ideas, show ideas (prototype!).

3) Don’t try to do everything by yourself.

4) Learn something about every part of development (programming, design, art, business).

5) Trust the people you work with,

6) But still get your contracts done in time.

7) Plan ahead, especially for longer projects.

8) Don’t be afraid to ask for help, information or feedback.

9) Don’t be afraid to kill your darlings, omitting is the art of creating.

10) Learn what a ‘minimal viable product’ is and means.

11) Make mistakes and learn from them.

12) You can’t prevent every mistake, you will make them, accept that.

13) Don’t panic; there is always a solution.

14) Make a game for your audience, not for yourself.

15) You won’t reach your potential by staying in your comfort-zone.

16) You’re competing with thousands of developers for the same spotlight.

17) Don’t let this scare you.

18) Not everyone will like your game, that doesn’t mean it’s bad.

19) There will always be people that will like your game, you just need to find them.

20) Almost everyone you meet in person will tell you they like your game, even if they don’t.

21) You (probably) won’t get rich by making games.

22) You (probably) won’t get famous by making games.

23) Your games will have an impact on someones life.

24) Don’t let others discourage you.

25) Be realistic about your future.

26) You will have to talk to others a lot!

27) You’ll have to do the social media thing.

28) No matter how much you hate Twitter or Facebook ;-)

29) Networking is important.

30) Don’t dismiss anyone you talk to as unimportant, everyone has value.

31) Never be rude to anyone.

32) NEVER EVER(!) burn bridges.

33) Money isn’t evil, you’ll need it.

34) You don’t have to sacrifice creativity or vision for money.

35) You will struggle with the balance between vision and money.

36) You’re never done learning, about anything.

37) There will always be people that are better at something.

38) You’ll get jealous, but will have to deal with it.

39) Never bare a grudge, it’s not worth your energy.

40) Responding to trolls isn’t worth your time.

41) People will try to use you for their own gain.

42) Those people can still be your friends, they just think you offer value as well.

43) Your family can help you, even if they don’t understand games.

44) Make contact with your local gamedev scene, you’ll make friends and learn stuff.

45) Always try to help others when they ask, no matter how successful you’ve become.

46) Remember that everyone started at the bottom.

47) AAA isn’t soulless, people making them are just as passionate as you are.

48) Publishers aren’t evil, most of them are awesome.

49) Even the biggest publishers do their best, but big companies have a bad communication structure in general.

50) Go to events if you can, even if they’re just local and small.

51) You do want to sell your game on Steam if it’s for PC (it’s 99% of your potential market).

52) But also sell it at smaller platforms (Itch.io, GoG, etc).

53) I don’t know much about console markets, sorry :’) (But you do remember tip nr.right?).

54) If someone tells you, you can always contact them for help, they probably mean it.

55) If people don’t respond to your e-mail they probably haven’t read it, because their inbox is flooded.

56) Don’t be afraid to send a follow-up e-mail, but don’t be ‘that guy’.

57) If you’ve got some kind of relationship (IRL, Online, etc) with the person you try to contact, social media is a better option then e-mail in general.

58) Always start with the least amount of necessary people on a project.

59) Down scaling a team is something you want to avoid, up scaling is always an option if needed.

60) Look at everything around you for inspiration, don’t be stuck at just looking at other games.

61) Inspiration can come at anytime and anywhere, always have a way of writing it down.

62) Game design documentation is necessary, no one likes it though.

63) You’ll need someone in your team with a business focus. That person can still be a dev.

64) Marketing will need your full attention.

65) You’ll need to market your game as early as possible

66) Remember that everything that goes online, stays online though.

67) You’re always responsible for what you say (online). Even when sad, drunk, sick or whatever.

68) Some people will try to attack you on your weaknesses.

69) Again, those people aren’t worth your attention.

70) Do try to learn something from what they say, there is always some truth behind everything.

71) You can also call a person if you really need their attention.

72) Grammar check any text that you publish.

73) Strategies that worked yesterday, won’t necessarily work tomorrow.

74) Always be original, don’t copy other people’s work.

75) Always read stuff that you need to sign with a signature, ask if you don’t understand something.

76) When approaching journalists, think about what story you want to tell.

77) ‘I just want to make fun games’ isn’t a great story

78) Avoid the use of buzzwords like innovative, immersive, unique, etc as a way to describe your game.

79) Think outside the box when monetizing your game.

80) Multiplayer games are fun to make, but really hard to sell when you’re just starting.

81) Winning awards is nice, but generally awarded by people that will not buy your game.

82) Although awards won’t sell your game, they do give you exposure with media.

83) Media attention is great, but what really makes you game successful is people telling their friends about it.

84) Don’t shy away from giving away free copies of your game, even to smaller sites/ youtubers/ streamers.

85) If one free key convinces two people to buy the game, you make more money than it cost you.

86) Don’t buy games from friends, because they’re your friends, buy the game because you want to play it.

87) The reason for this is that if you do, other ‘friends’ will expect the same treatment.

88) Nowadays, if your game is stuck on Greenlight for more then a month, it’s just not good enough.

89) This doesn’t mean it isn’t good, you just need to go back to the drawing board.

90) If your game isn’t remotely fun after the first few weeks of development, it probably won’t be anytime soon.

91) Ditch that concept and start something new, instead of trying to fix it. Chances are it’ll never be worth the time investment.

92) Every person you hire will cost you money. Even when it’s a revenue share.

93) Don’t forget to spend time on hobbies outside of gaming.

94) Don’t spend all your time on a project, you’ll lose motivation faster. Take breaks.

95) Don’t be afraid to invest money, it’ll be worth it in the end.

96) Avoid going into debt at all costs.

97) If someone promised you something, don’t be afraid to remind them of that promise.

98) Don’t be afraid to cash in favors.

99) A good game has meaning and value for a player.

100) The easiest way to accomplish this is to make your game ‘fun’.

101) If you lose motivation, and you will at some point, take a step back and remind yourself why you’re doing this.

102) Fights will happen in a team and that’s OK. Just be sure it’s about something important in the game.

103) Also be sure to really listen to concerns that people have in your team, even if you don’t share them.

104) In general, never forget it’s a team effort.

105) Never hold back critique when someone asks you for feedback, but let it be constructive.

106) When pointing out a problem, be sure to consider possible solutions.

107) You’re responsible for your own successes and failures alike.

108) You’re never unique in your problems, someone already dealt with them somewhere.

109) Get comfortable with presenting in front of a crowd and public speaking.

110) ‘No’ doesn’t necessarily mean ‘Never’.

111) Submit your game to competitions and selection procedures for events.

112) Remember that games are made to be played by people. Don’t be afraid to let someone fail at your game.

113) Some of your players will be idiots, design your game remembering this fact.

114) But never expect your players to be stupid, always take them seriously.

115) Never be discouraged when trying to get your game noticed, keep pounding on that door till it opens.

116) Playtest your game and iterate a lot on it.

117) Collect data while playtesting, but don’t forget to follow your gut feeling as well.

118) If an offer sounds to good to be true, it probably is.

119) When you’re speaking from experience you’re never wrong.

120) But your experiences don’t have to be the same as someone else’s.

121) Never lie just to fit in or be part of a conversation.

122) Don’t be afraid to admit that you don’t know something.

123) Have one person be responsible for the PR and trust them to make the right decision.

124) You’ll have to release your game at some point, even if that means you’re not 100% satisfied.

125) Never give up!

Some of these might not be clear enough, if you want me to elaborate on some of these points don’t hesitate to contact me on Twitter (https://twitter.com/ithunn) or send me an e-mail (steven[at]speelbaars[dot]com). Really, don’t be afraid to ask ;-) .

If you don’t agree with me, please let me know why, so we can learn from your point of view as well.(source:gamecareerguide