The bottom line
Great games come from building a rough prototype, then listening to it and following what is fun, not from waiting for a perfect idea. So start making something and be ready to fail fast.
Key takeaways
- Good game ideas rarely arrive whole, they appear while a prototype is being built. 4:28
- Ryan Clark made a turn-based roguelike with a one-second turn timer, felt its rhythm, and set it to music, which became Crypt of the Necrodancer.
- Gunpoint's rewire mechanic began as one idea for a hacking mini-game, and prototyping it showed Tom Francis the game was a puzzle game.
- Designers follow the fun by keeping the most enjoyable part and building the game around it. 0:59
- Ape Out began as a stealth, time-loop game. Holding and throwing guards was the best part, so Gabe Cuzzillo cut the rest and swapped in a gorilla.
- In Into the Breach, one enemy that showed its attack tile was the most fun, so the whole game became about telegraphed attacks.
- Bugs, accidents and player exploits can become the best features. 4:02
- Rocket League's mid-air boost came from a physics force that players used to fly, which the team kept.
- A juggle bug in Onimusha: Warlords became the core mechanic of Devil May Cry, and SpyParty's exploits became official mind-games.
- This method makes schedules unpredictable, so it only works if you fail fast. 7:05
- Heat Signature took years because Tom Francis had to build ship generation, AI, a galaxy economy and more before finding that on-ship combat was the fun part.
- Marc LeBlanc coined the phrase starting with "fail fast": a cheap failure shows where the next attempt should go.
- Game jams, quick tools, placeholder art and one fixed theme all speed up the search. 8:45
- Baba Is You came from a game jam, where a prototype can be thrown away with no long commitment.
- Journey was built iteratively, but always around the theme of love, which narrowed what the team could discover.
As iterators, rather than designers, it's our job to simply play the game, listen to it, feel it, and kind of feel out what it seems to want to become, and just follow the trails of what's fun.
Sam Coster, Butterscotch Shenanigans
Chapter summaries
0:00 Follow the fun
Designers get better results when they drop their plans and let the game show them what is fun.
- Follow the Fun means trusting the game over the plan. 0:59
- Ape Out started with push and grab moves for sneaking along walls.
- Into the Breach started as an Advance Wars-style game with random, hidden attacks.
- Guards were in the game, so the same push and grab moves worked on them. That turned out to be the fun part.
- Gabe Cuzzillo removed everything that didn't need to be there and swapped the bald guy for a 300-pound gorilla.
- Each choice leads to the next, so the game seems to design itself. 1:52
- Visible attacks let you dodge, so the game became about protecting static buildings.
- Pushing enemies makes their attacks miss, or hit each other.
- Sam Coster: We like to think about this process as the game discovering itself over time.
- Subset's whole design followed from that one telegraphed foe.
2:48 Where the ideas come from
| Game | Started as | Prototype revealed | Became |
|---|---|---|---|
| Crypt of the Necrodancer | Roguelike, 1-second turns | Turns felt rhythmic | Rhythm roguelike |
| Rocket League | Battle cars + speed boost | Players boosted mid-air | Iconic aerial movement |
| Devil May Cry | Onimusha juggle bug | Slashing kept enemies airborne | Juggle combat |
| Gunpoint | Hacking mini-game idea | Rewiring was a puzzle | Rewire puzzle game |
Good ideas don't come from the ether, they come from building a loose prototype and paying attention to it.
- A rough prototype can reveal an idea nobody planned. 2:54
- Ryan Clark wanted Spelunky's quick decisions in a turn-based dungeon crawler.
- Psyonix added a speed boost by applying a physics force to the back of the car.
- Clark saw an almost rhythmic-like quality in the one-second turns.
- Testers used the boost force in mid-air, which added a whole extra dimension.
- Onimusha's juggle bug was fixed there, but Hideki Kamiya developed it further for Devil May Cry.
- The designer must stay open to what the prototype says. 4:28
- The starting idea can be loose, fuzzy or unoriginal.
- Gunpoint began as a robot in space who drops fridges on people.
- Rewiring was one possible hacking mini-game in a side-scrolling, Deus Ex-inspired game.
- Tom Francis: Gunpoint just kind of told me what it wanted to be. He expanded the hacking to a crazy extent.
- The biggest shifts come early, but the method keeps working later. 5:40
- Coster calls the early game a white hot ball of malleable magma.
- Jonathan Blow's Braid puzzles showcase the unexpected consequences of his time-travel engine.
- As development goes on, the game settles into rock.
- The method then shifts from finding the core idea to generating content.
6:09 Listening to the game
Listening to a prototype, and to its players, can steer a game toward a design nobody planned.
- Player feedback can reshape a game's whole identity. 6:19
- Players of SpyParty found many exploits and unintended ways to play.
- Chris Hecker made them official instead of fixing them.
- This pushed the game toward mind-games and psychological tricks.
- Blow describes a "curator role": cleaning up players' answers and presenting them so others can enjoy them.
- Listening to the game can lead somewhere the team never intended. 6:45
- Subnautica's Charlie Cleveland says the game will tell you where it wants to go.
- His studio ended up making a horror game, though that was not the plan at the start.
- He compares it to heading for a place on the horizon with many paths and no map.
7:05 Fail fast, and speed up the search
Following the fun only works when each attempt is cheap, and a few techniques make attempts cheaper.
- Open-ended iteration makes a game's length hard to predict, so it suits indies. 7:05
- Blockbuster production is far more regimented.
- Tom Francis hoped Heat Signature's fuzzy idea would work like Gunpoint's. It did not, for a long time.
- He built combat, AI, ship generation and a galaxy map with an economy to find the fun.
- The full phrase is "fail fast, follow the fun". 8:05
- Marc LeBlanc worked on Thief and System Shock and helped create the MDA framework.
- Fail fast means throwing something together quickly to see what works. A cheap failure costs little time.
- Several techniques shorten the loop. 8:45
- Game jams let you drop an idea afterward. Arvi Teikari says you are not committed to the idea for longer than the game jam takes.
- Tools like Game Maker and Godot, paper, LEGO and Dreams suit rapid prototyping.
- Mario Galaxy 2 had simple level tools so the whole team could invent mechanics.
- Klei's first Don't Starve prototype used Link from Zelda as a placeholder hero.
- Journey kept one fixed theme, love, which narrowed what the team could discover.
10:33 Stop waiting for the perfect idea
Great designers are people who start building, listen, and fail often, not people who had a flash of insight.
- Every one of these developers got started and built something first. 11:02
- The games formed as designers tried ideas, played prototypes and even created bugs.
- Ape Out, Crypt of the Necrodancer and Crashlands only look like they came from a single insight.
- Their skill was knowing which avenues to follow and how to combine scattered ideas into something coherent.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Great games rarely start from a perfect idea: designers build a rough prototype, notice what is most fun in it, and rebuild the game around that. The Ape Out and Into the Breach stories show how one surprising piece of a prototype became the whole game.
Lessons that draw on this:
More from Game Maker's Toolkit · The whole library, and ask it anything