Don’t wait to create, don’t wait to learn

A prominent game designer recently said in a Dice Exploder thread, that breaking down design paradigms before you design games is self-limiting and unproductive. This was interpreted by many as “you don’t need to read or play a lot of games before you start designing games”, which is both true and not true. I thought I’d talk about how it is and isn’t true.

If you want to design games, you have to do the work of designing games. Lots of bad, dichotomous discourse comes from this advice, but it’s like any art: You just have to make it to get better and find your voice. But also, like all art: You’re going to be bad at it, initially. This is part of the process. You have to do the work of bad design to get to the work of good design. Don’t let anything stop you from your practice. And at the same time, you have to do the work of learning about game design. Do these things while you continue to design games.

The first thing you have to do to learn about game design is read a range of games. You need to get to know what has been designed before. There are at least 50 years of game design before now: Loads of clever people doing clever things. You will be better if you know about them, and have thought about them. You’ll be inspired by their beauty and by their flaws. Read designers: Designers with a long catalogue have been in conversation with themselves, and you get to listen in. It’s illuminating and it will help you grow. Read a range of games!

The second thing is to play. You can read more games than you can play (or at least most of us can), so your reading also acts as browsing the catalogue. Which games will you actually bring to table? I suggest the ones that make least amount of sense to you. Try to play as well as run, but games are often as much about how the book acts at the table as how they read. If you can, play the same game at different tables, because it’ll help you internalise the fact that every game you read comes to the table completely differently with a different group. If you can’t, actual plays can substitute, or complement. Seeing people play and run games gives you insight into the extent of a designers power over the play.

The third thing you need to do is to start learning the extra stuff you need to (sadly) do to make a game. Art, layout, information design and editing in particular, are important parts of your game design. They are game design. You can collaborate with people or do it yourself, but collaboration is a skill in and of itself that you have to learn, and thinking in terms of art, information design and layout is something your games will benefit from incorporating into your thought processes, even if other people are working with you. None of it is optional as part of your game design development. Your game design will be better once you embrace that game design is multimodal, not just rules and words.

The important point here, is that yes, if you’re a new game designer, just make games. Don’t wait until you’ve read every game: You never will. Don’t wait until you’ve played every game: You never will. Don’t wait until you’ve can make or afford art, layout, marketing, editing, printing, or any of that stuff. Just make your game. But also: Read games widely, play games broadly, and practice, research, grow.

Don’t wait to create, and don’t wait to learn.

Idle Cartulary


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6 responses to “Don’t wait to create, don’t wait to learn”

  1. Excellent !! Also : cite your inspirations. It’s healthy.

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  2. I completely agree with the sentiments and advice here … I would add though that there’s a distinction between making games and selling games.

    Make games, share them informally, talk with a community about them, playtest and improve them … but … wait a bit, at least until you have something you really believe in and like to sell it. This isn’t just for consumers, but because indie RPGs is a reputation focused hobby and your work is the first impression you can make – so aim for something worthwhile if you want to ask you people’s money.

    Gus L.

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  3. For myself at least, “read a range of games” is often more of a way to procrastinate and talk myself out of designing, than a way to support it. Whatever kernel of inspiration I have, is swiftly snuffed by a wave of imposter syndrome and resignation that someone else is already out there, writing things more original, more polished, more engaging.

    Games aren’t as hard to design as they seem, but feeling like you’ve adequately studied and come abreast of the industry, and have something new and exciting worth contributing to it, is a pretty steep climb.

    Just write. Leave critiquing it through a lens of other works for your readers, or at least, a second-pass revision after you’ve already planted your flag and committed.

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    1. I was pretty clear in this, that I don’t think you need to be adequately studied or come abreast of the industry to design games. But, it’s part of the process to read and play other games. Work on both. People who make movies need to watch movies. People who write novels need to read novels. You can’t abdicate your responsibility to know your medium and still make good media. It’s in the title: Neither wait to create, or wait to learn.

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  4. […] Playful Void blog has some good advice on creating: don’t wait to create, don’t wait to learn: “You have to do the work of bad design to get to the work of good design. Don’t let […]

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  5. […] Don’t wait to create, don’t wait to learn […]

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