Hi everyone,
I wanted to share some of my experiences regarding this matter and pick your brains on the way.
For the starters here's my background if you're interested:
https://forums.tigsource.com/index.php?topic=45.msg1368324#msg1368324
Here's the short and relevant version:
I've started my career as a professional musician then worked as a film director and then I went on to become a game developer. Funny where life takes you.
I recently developed two games, the first one is called "Sentinel"
I have a solo electronica music project called Cava Grande. Here's the link if you wanna hear what it sounds like:
https://soundcloud.com/cavagrande
So it's summer of 2017 and I wanted to make a video clip for the Cava Grande track called "Sentinel". Instead I decided to make a game.
But before that here's my usual workflow as a musician, which is really a common way of going about it:
I start with some sort of harmony, some set of chords if you will. If I like it then I start layering some more harmony ideas on top of it in order to make it richer. Then I add some sort of bass line. If I want beats or some kind of percussions then I start adding those. There I have 8 bars of loop going around. Then I start expending on the idea. Add a break somewhere, and et cetera et cetera... You get the gist. Basically I create the track as I go. In the end you want to take the music where it wants to go, right?
So here's the thing: I wanted to apply this kind of workflow to game-making. Creating the game as you go. Do not plan ahead much. Just turn on the game engine you work on and start doing what you feel like doing.
And I did just that: "Sentinel".
Since this was something like a video-clip/game, the game lasts as long as the track. It's nothing new though, Bjork & Radiohead did stuff like this before. The only difference is "Sentinel" is more like a game where there are obstacles to overcome and different endings depending on how you play.
Here check it out if you wish, it's free to download:
https://santimagames.itch.io/sentinel
The game got really good reviews which made me realize that this was doable, I mean making games as an art form; A medium of self-expression.
Nevertheless there's a catch: The game needs to be small. Really small. It's very tricky to apply this kind of workflow to a larger game.
Then comes my second game, released a week ago, it's called "A Fine Mess".
Again this was initially a Gava Grande track. I still wanted to make kind of a video-clip game but it became much more.
Here's the short description of "A Fine Mess":
"You find yourself on a strange island where the world has ended. Up on the sky you see the moon shattered, a city in the distant destroyed and a mysterious woman in an age-old outfit, biding her time on the beach as if none of it happened.
As you traverse this uncanny surrounding, you start to unravel its mysteries. In contrast to a conventional adventure game, there's no hand holding or de-mystifying the story by over-explaining.
In fact, in order to piece all the puzzles, you might need to look at it beyond the game itself."
The game is in black and white, it's somewhere between a walking-simulator, horror and adventure game... And it's much bigger game than "Sentinel".
Here's the link:
https://santimagames.itch.io/a-fine-mess
Well, it costs $2 but if you PM me I can send you a download key.
I started "A Fine Mess" in a similar way as "Sentinel" but this time my initial idea was clearer. Yet it evolved to something else when it was finished. Took me about 5 months to finish it.
I don't want to spoil the game here but in the end it turned out to be an dedication to a deceased friend of mine who was also a musician. In order to figure out the meaning of the game you really need to find all the secrets (which is not so hard really. Most people finish the game with %96 completion) and google some of the clues in the game to figure out fully.
In the end, the game turned out to be a little vague. It was reviewed in Rock Paper Shotgun and dubbed as vague there anyway. They also say that this is a good thing in way but I've yet to receive a positive feedback or review.
I don't think it's a bad game but I believe people didn't quite understand the point of the game and got frustrated. I don't think anyone figured out how the game was connected to my deceased friend anyway. Maybe the game is not interesting enough that you don't feel like following up.
Is this important though? To me it's not. When you go to a gallery or a museum, you look at the paintings, you like them mainly for their composition and colors but most of them have deep meanings underneath. Such as the artists impression during a world war, a princess' expression before she was going to be executed and so on. Most of the time you do not know these details and you need to take another step to research. Well, I can say that I've visited some of the greatest museums in the world and I rarely did that. But it did not stop me from enjoying the art.
Why shouldn't this be applied to the gaming world? If the game stirs some feelings in you is it not good enough? If it doesn't that's fine of course then it means it just doesn't work on you. Just like music. To me, Nils Frahm's incredible track "Says" leaves me in tears but to someone else it could even be unbearable to listen to.
I simply did not want to make a game where you needed to collect 7 crystals to save the world from an evil over-lord. I wanted to make something else.
At this moment I'm not frustrated or angry. In game making, everything you create is experience and you definitely learn from these experiences. I'm also really happy that I could finish the game and release. I'm also enjoying this next part too, seeing how players are faring with the game, how youtubers are reacting and so on.
Conclusion; creating games as you go is tricky. You definitely need to plan ahead, yes, but I think I'll give the other method another try in the future. I just don't want my next game to be too vague, that's all