Those are also game design decisions and game design is such a big field that it has different branches. For example, there's level design which corresponds to just the placement of things in a level which you might be thinking, why would I need to learn that? It's not hard to just plop some trees and a couple rocks. But as somebody who constantly gets confused and lost in video games and doesn't know what to do or where to go, I'm begging you, please study level design.
Another thing very interesting about game design and very counterintuitive is that game design is the only mandatory part. You can go, the list of things that I talked about, art, coding, SFX, et cetera, you can be bad at them all and still make a good game. For example, Thomas Was Alone is an example I really like for the art part. The art is extremely simplistic, it doesn't require you to know how to draw well, but the game is still loved by many and I really like it myself and, yeah, it's a lot of fun. So yeah, art isn't mandatory, being good at art isn't mandatory when making a video game.
As for coding, so what I like to call the big four, the four biggest public game engines, all of them support visual scripting. So like visual scripting, for those of you who don't know, it's just you don't have to write any code, you just move a couple notches around and then the function L of the game creates itself, so to say. So yeah, visual and coding games making the functionality of the game is only going to become easier and easier as technology advances. So yeah, being good at coding is also not mandatory.
But imagine a game that is confusing and frustrating and it's just not fun to play at all, that's what a game with bad game design is. And if you're not good at game design, if you don't study game design, that's what your game is going to be like. So let's say you release your absolutely amazing game, you've figured out game design, but you're going to be, and you publish your game, and then you let the existential crisis set in with the cricket noises as your game receives two views. And this is because a lot of people, starting in the game devs, assume that a good game will sell itself, or that my game will magically be known, and that, like we said, we're going to be in the first category, the extremely successful game developer's category, and it's all up to chance etc etc. So the good news here is that you can actually do things in order to tilt the scales in your favor. You can do a lot of things to market your video game, and you can afford it, because a lot of it is free. So here are some things that you can do. First of all, think about what you give to the community instead of what you're just taking stuff. So for example, you can give knowledge, you can make video tutorials, perhaps about game design if you studied it, perhaps, or not necessarily video, you can make, I don't know, text tutorials I guess too, perhaps about art if you're good at art, perhaps about programming, etc. Also interact with the community a lot, interact with other indie game devs, you know, be out there. And speaking of be out there, also be everywhere but not in an annoying way. An example of this I really like is that, so there's on Twitter, there's this hashtag called Screenshot Saturday and people host it. So for example, somebody will make a post, tag it Screenshot Saturday and say, show me your video games. And then there was this one game that I kept seeing on every Screenshot Saturday post and because brain likes things that it recognizes, I just sort of, I thought, wow, I've seen this thing so many times, I wonder what it is. And I checked it out. At the same time, this person wasn't annoying because they didn't do it in an inappropriate place. Yes, they put the link to their game everywhere, but where people asked for links to their game. Definitely don't do the annoying stuff.
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