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Do you guys ever doubt yourself when making a game? (Forums : Development Banter : Do you guys ever doubt yourself when making a game?) Locked
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Aug 11 2015 Anchor

Like feeling that no one will like it and/or no one will want to buy or play it?

They're difficult thoughts to have when you've invested months into making something.

Aug 12 2015 Anchor

I doubt myself now and again too its only human. Maybe this game you make flops or maybe its the next big thing. Its literally impossible to know for sure so its not worth thinking about. That being said you can know with a degree of certainty that if you keep working on stuff, keep releasing stuff and continue to grow someday it will stick and go somewhere. Its not a game of who is better now its a game of who is still in it 5-10 years from now.

Keeping motivation isn't easy man but just keep chipping away.

Aug 12 2015 Anchor

Well, we're all humans so doubts are natural. I still have fear that people will comment my games bad but I don't let that stop me from making games. As long I'm happy with the game, I'm sure other people who plays the game will be happy too :)

As for noone will want to buy or pay it, that's a problem of marketing. We need to promote our games and with so many games released, we need more effort in marketing. I keep posting my games when a youtuber posts his/her channel. I know he/she might her own opinion about my games but at least I got more people viewing my games

Aug 14 2015 Anchor

Yeah, that's a tough one. I constantly doubt myself and my work. As the others previously mentioned it is natural. But I think that a lot of the greatest and famous artists also constantly doubt themselves. So I think the best way to go with this is to always believe in our projects, to accept criticism and to build and improve from it and to never give up. I've found that people who succeed often have been battling their way up for years before finally gaining recognition, the people who get into the narrow light of fame on their first try are really rare, and it is often more about being at the right place at the right time.

But I'm totally with you on this, making a game costs both time and money (I'm been taking time off from work, unpaid, to work on my game), and it is tempting to question that move - should I been working on more fruitful projects? Is it a mistake? But then I look back at what I've accomplished so far and I believe in it. I have to. As DarkBloodbane said, we have to keep trying, find new ways to promote our work and to find our audience, analyze why we are failing and always find more people to share our work with.

But damn this is hard :)

Good luck mate!

Aug 16 2015 Anchor

Yes, I've experimented with Unity before and experimented with rag-doll physics, created somewhat of a game that never turned into anything or reached Alpha stage. But, it was a learning experience. Unfortunately, I haven't found an engine that pleases me enough to work with. Everything I've come across has been inconvenient in one way or another and I begin to blame myself for lack of knowing one thing or the other.

Something keeps telling me I should learn some basic programming to get over certain things, but I always get indecisive and jump back to one of my better talents. I'm a far better writer than anything else, so I keep bouncing back and fourth with ideas.

Also, I hate when I want to help someone's game with story-boarding or whatever, but I KNOW that their game is bound to fail. That hurts me, because I can usually tell if something is really going somewhere and I don't really have much time to waste at this stage of my life. Sure, I love games and grew up playing them, but I'd like to see some income as well. If I were still in my early twenties, I wouldn't mind helping out someone for 2 years and going nowhere with it, but I can't waste time like that right now.


Edited by: dreamland85

Aug 24 2015 Anchor

I think the biggest way to avoid this is to make games for you. That you want to play yourself. If that is your motivation for developing your game then if anyone else buys/plays it then its just an added bonus.

Aug 24 2015 Anchor

I think when making a game, you should do it for yourself, because you like making it and what you are making, of course if someone gets interested in your project and suggests you some ideas or gives you some feedback, then you can take stuff from that and shape it in a way that someone else (other than yourself) can like it.

"Marketing" can be quite difficult, a bit like having a youtube channel and struggling to get some subscribers or views; but this should be a secondary thing, the first should be the passion to make a game (whatever it will be played or not).

Sep 2 2015 Anchor

Making games isn't easy. A lot of time, effort and mistakes go into learning how to make games and eventually making a game worthy of distributing.

Take it day by day, lesson by lesson and don't be discouraged, you will get there in the end.

Sep 4 2015 Anchor

I have doubts aswell sometime, but then I think of it as that i am making it for my self. That helps :).

Sep 21 2015 Anchor

I've been doing the artwork for my final year project in uni. Every week the coordinators of the subject rip into everyone, so it can be very nerve wracking. I enjoy it thoroughly, though, I think that's the most important part.

Sep 21 2015 Anchor

Oh yes!! I am working since 4 months on my game Pergon, there is already so much stuff in it but still it´s missing so much detail and gameplay... a long way to go.... but i am prepared :-)

Sep 21 2015 Anchor

Well... Normally I doubt myself, because this is natural like the people before me pointed out. You want to make the best experience, but you have limited time and you can't always get the things, you want. You also constantly have to rebuild some ideas you have without compromising your concept. It is a difficult balancing act, but this is life I guess :).

In reality I don't have time for the doubts. My mind is constantly working and I just don't have time to think about it :). I'm a little harsh to myself I have to admit, but that's who I am :).

Sep 21 2015 Anchor

There does come a point when you've just got to grit your teeth and drag yourself to the end. It stops being fun and become a real test of determination but when you have a completed game it feels so good.

Sep 22 2015 Anchor

We also often take inspiration in masterpieces (like classic games or the latest triple-A success) and it's unlikely you'll live up to that expectation. The important thing is to always learn and improve

iqew
iqew VFX Artist
Sep 24 2015 Anchor
29_games wrote:

There does come a point when you've just got to grit your teeth and drag yourself to the end. It stops being fun and become a real test of determination but when you have a completed game it feels so good.

I second this. Hardwork always pays off and the good thing is that you can always look back at what you have achieved and be very proud of yourself. The invested work in the last 10-15% definitely feel like the hardest. But, a finished game is always a great motivator in bad times, so keep at it.

--

Need some polishing for your game with beautiful VFX? Check out my website: Game-vfx.com

Sep 26 2015 Anchor

It's impossible to not doubt yourself. Games are a creative art, one with so many moving parts that every decision you make often leads to doubt later down the line.

Even worst is Greenlight when you put a game up and get no traction. Whether it be from media or social channels. That is when all those doubts come and kick your @ss once again. This is my position right now and its arguably the worst feeling (creatively) in the world.


So I suggest you remember why you're making the game and your goal for it as there will always be doubt - and sadly hard work or great marketing cannot always fix it.

This is my opinion of course.

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