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RE: My Dream Game

I think the thing that drives me as a creator is a sense of realism. I may not make my dream game, but I can set the foundations for it, moving the industry in that direction and encouraging others to move in a way that leads to it.

Really, the thing that I'd suggest if you want to be a game creator is to not put it off and start doing a little designing every day. Start with a simple board game or a tiny game in GameMaker or another simple tool and get a feel for it. Move on to whatever feels right to you, and don't forget to follow your passions. Eventually you can learn to finish stuff (it took me a decade), but you can't get started unless you start doing.

The real thing to remember when talking about games is that you don't necessarily have the same vocabulary going on at the designer and player level. A lot of terms that are really important to a developer (things like "procedural", which has come to mean "random" in the eyes of consumers due to no small amount of misuse and ineptitude) don't really mean a whole lot to outsiders, and they don't market well. Large companies try to make their games marketable, but do so by using methods that don't actually reflect a good product (No Man's Sky launched with billions of unique, but not distinct, planets). It's a question of whether designers stick to principles and reality, or if they overpromise and try to spin things that don't really exist into their core selling point.

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I couldn't say it better than you did, and that example with the No Man's Sky is perfect. You are so damn right! :)

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