Linen
Active Member
- Joined
- Jun 12, 2017
- Messages
- 38
- Reaction score
- 4
Having coded (admittedly very simplistic) games myself, I try not to be too harsh in regards to game delays. I know how difficult trying to create a simple game can be as one person, but when you start to create games at a larger scale, the scale of bugs and glitches follows suit, and plenty of them can outright break your game, especially once you start expanding the scale of your game, and especially once there's reputation or money on the line. A bad game, after all, can effectively kill your career.
Also having worked on others' (live action) videos plenty of times, I can definitely tell you that creating a movie is not quite the same as creating a video game. A movie's story is usually linear and doesn't need to account for alternate possibilities. A video game has to account for every potential action the player can do in some manner, whether it's by creating roadblocks to force you in a certain direction or having different dialogue from an NPC depending on whether X/Y/Z condition is met. The sound for all games also has to be created from scratch; you won't have natural ambiance or sound effects in a constructed model world as you might with live action video, even graphics-heavy ones. If your game includes combat vocals, you'll need a good variety of cries for that, or they can get annoying real quick. It isn't as if you need to pay the people doing all this, too; I've little doubt that actually paying people to do all the things that a game needs to be functional, much less good, costs. Getting that money is definitely a concern.
The selling ideas/production/etc. parts I can't comment on nearly as much as the process of creation themselves, but just a bit of food for thought.
Also having worked on others' (live action) videos plenty of times, I can definitely tell you that creating a movie is not quite the same as creating a video game. A movie's story is usually linear and doesn't need to account for alternate possibilities. A video game has to account for every potential action the player can do in some manner, whether it's by creating roadblocks to force you in a certain direction or having different dialogue from an NPC depending on whether X/Y/Z condition is met. The sound for all games also has to be created from scratch; you won't have natural ambiance or sound effects in a constructed model world as you might with live action video, even graphics-heavy ones. If your game includes combat vocals, you'll need a good variety of cries for that, or they can get annoying real quick. It isn't as if you need to pay the people doing all this, too; I've little doubt that actually paying people to do all the things that a game needs to be functional, much less good, costs. Getting that money is definitely a concern.
The selling ideas/production/etc. parts I can't comment on nearly as much as the process of creation themselves, but just a bit of food for thought.