Big games or small games?

Posted by FredFredrickson on May 23, 2006, 6:26 p.m.

I don’t have much to say about my current projects that hasn’t already been said, so instead I’ll pose a question to all who are interested: big games or small games?

Anyone who has delved into game making with GM knows that there is a wide range of possibilities for what your game can be. You can make a massive, planned out game that takes months, possibly years to finish. Of course, the odds are stacked against you. Changing interests, boredom, epiphanies that come as you learn more about programming… all are only a handful of the millions of things that can cause you to stop working on a long-term project. And yet the payoff for completing a large project remains great.

On the other hand, a project of smaller scope has rewards as well. When you work on something small, you can focus much easier on the details, work out many of the problems that you might have left in a larger game, and generally make a higher quality product, at the cost of quantity. With a smaller project, big changes can happen if they are needed, and the design can remain open, since there won’t be as many modifications to make in the important parts of your code. A game of smaller proportions can usually be expanded upon more easily than a larger game as well.

So is it better to make a game that players will take many hours to complete, and then likely not play again for long periods of time, or is it better to create a smaller game, one which the user will try over and over again, but possibly (or eventually) grow bored with? Which type would be easier to complete for you? Which type of game do you have more fun playing?

It’s an interesting point to ponder before you start working on a project. Thinking along these lines has kept me from starting some projects so far, when I know that the time is not right, and I will not be able to put forth the effort to complete it. One thing that I have learned from creating art, and after using GM (and other coding languages) for so long is that your projects are finished when you say they are. If you feel like you can’t finish a game, or it’s become too large to complete, ask someone for help, or find ways to make it finished. It’s done when you want it to be.

This was just something I’ve been thinking about lately. Perhaps it will help some of you come to terms with projects you’ve been thinking about / working on.

Comments

Josea 17 years, 11 months ago

The game's size doesn't matter, what it matters it is professionalism and quality. It may be a big game, but when you play it is rather poor. While you can try an small game that is in fact a great and well made game.

That's my opinion.

FredFredrickson 17 years, 11 months ago

I think it all depends on how much creativity you can muster… If you're up for making a huge game and you can maintain a high level of quality, then do it. But if you're not, you might have better success making games of a smaller scope.

Kaz 17 years, 11 months ago

The few times Ive tried, I cant make big games. I just give up too early.

Rez 17 years, 11 months ago

Personally I like a good game, no mater what file size.

(Holy shiz, I'm in your fav user list, I'm honored)

ludamad 17 years, 11 months ago

I say think of the gameplay first (how the game is played, what you do in the game) and let the rest come naturally.

Radnom_Games 17 years, 11 months ago

Personally I love starting large games. My problem is that with school and homework, it is absolutely impossible to keep focused. During school holidays I can get a LOT done, but the moment school starts up again I start a new project every week.

So if I had the time, I'd make large games. Until then, I think I'll have to settle for smaller games, which just aren't as fun or satisfying to finish.

…Which reminds me, I should get straight off the internet and back to work…

takua108 17 years, 11 months ago

You hit the nail on the head, Fred. Boredom with the lack of improvement your project's getting is the single biggest reason why <a href="http://64digits.com/games/index.php?cmd=view_game&id=655?refer=takua108" target=_blank><i>Project: TOPDOWN</i></a> isn't, like, <i>done</i>…because I get bored and start more projects in the meantime. Oh well…must be good 'ol ADD kicking in again [^^]

I personally find it more fun to <i>start</i> massive projects, but finishing them is another matter entirely.

FredFredrickson 17 years, 11 months ago

I agree… nothing beats that epic feeling you get when you are starting a new project. For me, it seems it's the same feeling that later drags me down with larger projects. Still, like I said above, there's nothing like finishing a big project!

Adventus 17 years, 11 months ago

I generally like to approach a large games as a series of segmented smaller games, focussing hugely on a single portion until i've perfected it and generated my own single purpose engine (such as my lighting engine) then incorporating them all together at the end.

My attitude might be because i generally dont have access to a computer which can play GM6.1 games, so i create little portions on my laptop, then test them once i can access my desktop.

Joewoof 17 years, 11 months ago

Look at what other GameMaker veterans are doing. The well renouned Darthlupi, for example, makes a number of massive projects, as well as small games. In other words, do both.

First, start with a big project. Do as much on it as you can. Be sure to prioritize design over programming, as you will have more substance to draw upon over the course of production, not to mention that it keeps you level-headed. A while into it, when it starts to become exhausting, take a break and start on a small project. Finish the small project, then go back to work on the big project. This allows you to rejuvenate your energy with a sense of accomplishment, as well as allow you to take a breather from the big project.

You really don't have to choose between the two project types. They can coexist and complement each other at the same time.