Setting Out to Make My Own Game

Posted by Game Dev Journal
1
4 days ago
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I've always loved video games. They've been my escape, my source of inspiration, and my way to connect with stories in ways no other medium could offer. But lately, something feels off. The games industry, as much as it's evolved, has also taken a few frustrating steps backward. As a long-time player, it's becoming harder to enjoy the experiences that once captivated me. That's why I'm sitting here, ready to take a leap and start developing my own game. Not because I want to become the next big thing, but because I want to create something that I feel is missing in today’s gaming landscape. I’m tired of feeling disappointed with what's out there, like the recent star wars game! 

Too Much Filler, Not Enough Substance

One of the things that frustrates me the most is how bloated games have become. Don't get me wrong, I love a sprawling world filled with quests and characters, but there’s a difference between a world that invites you in and one that feels like it's deliberately wasting your time. I can't count the number of games that pad their run times with meaningless side quests that offer no real value to the story. The worst part? These filler quests are often mandatory if you want to unlock certain things or fully complete the game.

I miss the days when side quests were optional but rewarding — they would deepen the story or give you a fresh perspective on the world you were playing in. Now, it's all too common to have a list of fetch quests that seem like they were thrown in just to hit a certain game length. Games don’t need to be 100 hours long to be impactful. I’d rather play a tight, 10-hour game that leaves me thinking about it for days than a 50-hour game that feels like a checklist of repetitive tasks.

When I make my game, every quest, every interaction will have a purpose. No filler, no time-wasting. If I can't say something meaningful through gameplay, it won’t be there.

The Age of Buggy, Incomplete Games

Another reason I’ve lost trust in the industry is the trend of releasing incomplete games. We’ve all seen it — the trailers promise groundbreaking mechanics, stunning visuals, and a seamless experience, but what we get is a half-finished product riddled with bugs. Day-one patches are the norm now, with massive updates needed just to make the game playable. Sometimes it feels like we’re paying to be beta testers for these big companies.

I understand development is hard, but I can’t help feeling cheated when I pay full price for a game that doesn’t work as intended. And sure, some studios fix their games over time, but by then, the damage is done. That initial excitement is gone, replaced by disappointment.

One thing I've always appreciated is the simplicity and accessibility of web-based games like Agar.io and Fireboy and Watergirl. These games manage to offer a real challenge while keeping the gameplay easy to grasp. There’s something refreshing about jumping straight into a game without a steep learning curve or complicated mechanics to figure out. Whether it's maneuvering your cell in Agar.io or solving puzzles cooperatively in Fireboy and Watergirl, these games prove that sometimes the most enjoyable experiences come from the simplest concepts. It's this kind of balance between challenge and ease of play that I hope to bring into my own game.

Monetization and the Death of Immersion

Then, there’s the monetization. I’m so tired of microtransactions creeping into everything, even full-priced games. Loot boxes, season passes, battle passes — it’s become a minefield of spending traps. It’s one thing to have optional cosmetic purchases in free-to-play games, but when it starts to affect gameplay, it ruins the experience for me. Suddenly, instead of just enjoying the game, I’m constantly reminded of all the things I could buy, which breaks immersion and pulls me out of the world I’m supposed to be lost in.

The worst part is that it preys on younger players, luring them into spending real money on a chance to get something cool. It feels manipulative. I’ve been there, trying to resist the pressure to keep spending just to stay competitive or get that rare skin.

When I make my game, there will be none of that. No microtransactions, no pay-to-win mechanics, no FOMO-inducing battle passes. I want people to buy the game once and enjoy everything it has to offer. Games should be about fun and immersion, not constant reminders to open your wallet.

The Journey Ahead

I know making a game isn’t going to be easy. In fact, I’m sure it’ll be one of the hardest things I’ve ever done. But I’m ready for the challenge. I’m doing this because I care about the medium. I’m doing this because I want to create the kind of game I’ve been longing to play — a game without unnecessary filler, without broken promises, and without a cash grab lurking around every corner.

It might take a while, but if I can release something that makes even a handful of players feel the way I used to feel about games, then it’ll all be worth it.

For now, this is just the beginning. But as I dive into the world of game development, I feel more driven and focused than ever.

 

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