How do you choose what projects to design?
That’s a toughie. I could say something trite like “the
designs choose me!” because it’s kind of true. If I have an idea, I try to take
it to execution. I might put stuff on the backburner but I always try to work
on things periodically, keep old projects in mind, and take notes. Google Drive
is a huge tool for this. I have loads of unfinished ideas lurking in a folder
on Google Drive where I will take notes and log ideas.
Here are the major things I think of, honestly, when it
comes to deciding whether I proceed with a project.
Do I have ideas for it?
If I don’t have ideas for a project, there’s no point in
working on it. If I’m in a rut, I can dig at it, but often that just keeps me
digging deeper instead of finding my way out. There’s a lot to be said for
having inspiration and enthusiasm for a project, and without those things, it’s
just toiling, and I don’t design to toil. I design to create things people will
enjoy, and if I don’t enjoy making it, it’s not my best work.
Now, it’s one thing to design something that is hard or
tedious, but I’m talking complete lack of interest. If you ask me to design
something based on politics (like bureaucracy) or something with strict history
guidelines, I probably will have a lot more trouble and enjoy it a lot less
unless it’s something I find fascinating.
Do I have an audience for it?
I have loads of ideas just hanging out and waiting to see if
there is someone who wants to play it. With Girls’ Slumber Party WOO! I am
anxious because it’s kind of a niche game. I have ideas and enthusiasm for it,
but I don’t know whether there’s a big enough audience to sell it, which is why
it may end up being a free release once it’s done. One of the keys with having
an audience is having playtesters, and we all know that having playtesters is a
struggle for designers. If you can’t playtest a design, you put yourself at
risk of having design flaws. Yeah, it can be done, but I’d rather find obvious
design flaws before I put my games in the hands of people who paid for it. This
is why development for Clash and Tabletop Blockbuster have taken as long as
they have – we playtest, we find flaws, redesign, and playtest again. Rinse, repeat.
Is there interest in it?
It’s one thing to have an audience. Having an audience means
there are people out there in the demographic and with preferences that means
your game might appeal to them. Having interest is a whole ‘nother deal. Interest
means that there are individuals or groups out there that receive your pitch
and say “YES. Let’s DO this.” You don’t want to be putting something out there
and have people bored to tears or uninterested because you didn’t design it to
appeal, or because there’s just not interest in what you’re selling. You want
people picking up what you put down, right?
Can it make money?
This sounds shallow, but frankly, I like getting paid for my
work. To put it in perspective, I was not going to sell Clash. I was going to
print it out and give it out for free. Then a few IGDN members went “Oh, no no
no!” and gave me what-for about it. They showed interest in the game (see the
last question), and gave me reasons for why it was a money-making possibility. Subsequently,
I invested tons of time and some of my own money in getting it to ashcan state
over six months, including taking it to cons, paying for scenarios to be
written, etc. I still think free products are great, but I also think that
models like Patreon are appropriate for people making “free” games because I
think it’s fair to pay people for their efforts. As much as it would be great
to just create and be free of societal expectations of financial
responsibilities, we still live in a world where living – just living – costs money.
Design work isn’t magical. You still have to eat while you’re designing, and
keep the internet and power on. When I’m working on design, I’m not working at
my day job or doing freelance writing, but I’m still using power and burning
calories. Something’s gotta pay for that. This doesn’t mean that I’ll never
release something for free, it just means that I’ll try to create products that
can pay me back for the work I do.
Does the design concept work?
I’ve written down some really silly design ideas. Some I
saved, some I deleted. The thing is, if your design concept is flawed – like bad
math or too much complexity or too much simplicity – there’s no point in
pursuing the design as is. You either need to redesign or dump it. And there’s
nothing wrong with dumping a design! Generally when I dump a design I put it in
a Google Drive folder just in case I want to pull it out and pull ideas from it
at a later date – I’ve saved every revision of Clash, every draft of Tabletop
Blockbuster rules, and a bunch of other stuff.
Do I have time for it? OR Will I make time for it?
I’m super busy. I work and go to school and have this blog,
plus I do freelance writing and design. So, stuff I’m working on personally has
to have a lot of value for me. I have to either have free time, or make time.
And whether I make time really depends on whether I like the product.
Do I like what I’m working on?
Some stuff this is a quick and easy “Yup!” like Girls’
Slumber Party WOO! Some of it is harder, like certain aspects of Tabletop Blockbuster
(like GM rules, which were quickly handed over to John, my partner-in-crime).
While designing is something I have found passion for, I still need to like the
stuff I’m doing. This is different than having ideas; this is more an emotional
investment. I need to want to pour my soul into what I’m doing.
In the end, it's about whether I like the project and whether I feel like it's worth investing in.
What helps you decide what projects to focus on?
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