f make game how wnt seee this many ppl new cncpt stl no aply, now psbl new gnr ai etc, think new cncpt ,me want yuri vn etc make many path etc new cncpt, want pkmn hbrd othr game etc
any can say wat game wnt do can say any
I've played with the idea of making a game, so that I can bring messages through to people. I wanted to communicate situations that I had to struggle through and portray ways to push past that. So story-based games would be appropriate with what I wanted to achieve. I'm thinking it'd be a visual novel (VN) too since it wouldn't ask extra work and knowledge, and they're more accessible to today's audience than a book. Emotional VNs can work.
"I Wani Hug That Gator"[1], for example, is a good at handling emotional scenes and an example of what my game could be. I have to actually understand the heroine's pains in order to comfort her and apply that understanding to all further interactions with her, so that I could get the good ending (which I must brag that I did it first try). To get the good ending, you'd have to
act in a way so as to let her grow on her own without direct help, just support.
I particularly like the approach of it; it's somewhat unique to the games. Choices give players some responsibility to what happens to the game, so when the story goes to shit, who gets the blame? The player!
I Wani Hug That Gator has a single good ending and multiple very bad endings. I haven't explored the bad endings (I'm a coward for refusing to do the bad endings), but the concept alone captivates me. Imagine someone lazily reading the text, choosing options that they (at a surface-level understanding) know is correct, speaking platitudes and conditioned responses, then getting blindsided by the horrific events that subsequently proceeds. "Holy shit, did I do that?", then they'd go back and try to learn and understand her to prevent it and get a good ending. There's actual, active learning there, not the forced kind that people often complain or forget soon after.[2]
Now, take the concept above and tweak it to my own experiences (or to yours). Constructing a story of how I can be saved or abandoned and the resulting events of both. Very fun to daydream about: what nuances do I want to express in the game? how can I effectively express that message? what happens to the main character when the player does this/that?
I'd ideally want to make the game more than just a self-insert of myself but I don't know. The self-insertion is one of the only things that can motivate and excite so much (which says something about me), so I should lean into it and make something out of it.
With my skills, VNs are easier to make and refine on than other games. But if I were to make a game, I shouldn't stop with whatever is comfortable with me; I should do the best approach on the goal that I want to achieve. Gameplay or game mechanics are the straightforward answer, imo. The mechanics can be really good for expressing an atmosphere or a certain mindset. Think of how different playing Minecraft is with Normal mode vs Hardcore mode or the Rain World example given above. Experimenting with game mechanics to evoke a certain mood. It's a very fun thought to find about. The medium of video games is still quite young compared to books and film (which also isn't quite that old either). There's undoubtedly still more new, opportunities to create and express within the medium. There's still a lot more to learn and innovate on. Also, feel free to talk reply cool game mechanics.
Though when I'm asked if I would start making games, I think I'd answer no. I don't yet trust my skills or my discipline to produce something that I could live off on. I don't even think I could be disciplined enough to do it as a side hobby. Despite it, it doesn't stop me from daydreaming possibilities.
[1] You could also check out
"Snoot Game" made by the same developers which you can get free online. Same formula as
I Wani Hug That Gator, but darker especially in its endings. I found it to be a bit problematic in the beginning, but I actually felt emotional to the characters close to the end. There's some contentious things in the game, but I don't want to talk about them. I still find it a good game despite it.
[2] I find it funny to call this genre the "Better Friend Simulator" since (I presume) you'd want to help both main characters. "In the off chance that you fail being a good friend, we will use the emotional investment you've had so far and use it against you." sounds quite both hilarious and effective.