{"id":355,"date":"2024-02-26T10:06:00","date_gmt":"2024-02-26T10:06:00","guid":{"rendered":"https:\/\/www.torahhorse.com\/?p=355"},"modified":"2024-02-26T18:29:33","modified_gmt":"2024-02-26T18:29:33","slug":"when-pygs-fly","status":"publish","type":"post","link":"https:\/\/www.torahhorse.com\/index.php\/2024\/02\/26\/when-pygs-fly\/","title":{"rendered":"When PYGS fly"},"content":{"rendered":"\n<p class=\"has-normal-font-size\"><em>Tales from Neon White&#8217;s prototyping phase.<\/em><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Tough news.<\/h2>\n\n\n\n<p>Recently we&nbsp;put a game project on ice. It was a cool idea and good work was done on it, but it wasn&#8217;t coming together. Now I&#8217;m considering new ideas. I&#8217;m troubled by this simple question, though: <em>How can I prove that my game idea is good?<\/em><\/p>\n\n\n\n<p>At first look, &#8220;How can I prove that my game idea is good?&#8221; is a worthy problem to solve. And it may be for <em>you<\/em>. The issue is that when <em>I<\/em>\u00a0come up with a game idea, it&#8217;s clearly very good.<\/p>\n\n\n\n<p>To avoid the unpleasantness of proving that it&#8217;s good, I&#8217;ll just start making it. I&#8217;ll shop for logo fonts. I&#8217;ll code some system&nbsp;that will help with localization down the line. The truth is, none of that work matters when I finally get to building &#8220;the good part&#8221; a year later and the &#8220;good part&#8221; is&nbsp;actually&nbsp;the bad part from&nbsp;Billy Hatcher and the Giant Egg <em>(just kidding, Billy Hatcher has no bad parts).<\/em><\/p>\n\n\n\n<p>After putting myself through this last year, I tried inverting the way I thought about prototyping. I came up with&nbsp;P.Y.G.S. aka <em>Prove Your Game Sucks.<\/em><\/p>\n\n\n\n<p>I don&#8217;t want P.Y.G.S to sound cynical because it&#8217;s not. It&#8217;s so much easier than proving the game is good. If your job is to prove the idea sucks, then you simply have to build the &#8220;good part&#8221; and play it. There&#8217;s no reason to hold back because if you genuinely tried and it sucks, you saved yourself time, money, and heartache. You have no excuse to keep working on it.<\/p>\n\n\n\n<p>If you&#8217;re lucky, you will fail to P.Y.G.S. That&#8217;s the enviable problem I had with Neon White in 2018.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019.png\" alt=\"\" class=\"wp-image-356\" srcset=\"https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019.png 960w, https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-300x169.png 300w, https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-768x432.png 768w, https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-600x338.png 600w\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" \/><figcaption class=\"wp-element-caption\"><em>Here&#8217;s an early art test for Neon White&#8230; R.I.P. to the whip card.<\/em><\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">You were dealt a bad hand<\/h2>\n\n\n\n<p>In 2018 I wanted to make a deckbuilding roguelite FPS (it was trendy at the time&#8230; and probably still is). Now, that phrase might conjure images in your head. If you&#8217;re nice, you might even imagine me making that into a good game. But it&#8217;s not much of an idea.<\/p>\n\n\n\n<p>I didn&#8217;t know that yet, so I built a prototype. The idea was you&#8217;d assemble a deck of gun cards and enter a random level. You&#8217;d draw cards and have to improvise with what you had. As it turns out, randomly switching guns wasn&#8217;t the slam dunk I had imagined.<\/p>\n\n\n\n<p>The bad part was clearly the randomly drawn cards, and that was kind of the entire point of doing a deckbuilder roguelite, right? I was disappointed!<\/p>\n\n\n\n<p>So my attitude toward the prototype changed. I was no longer precious about it.&nbsp;I had spent a few weeks on it though, so instead of just throwing it away I asked: <em>what would I need to do to prove that this idea is so bad that I should throw out the prototype?<\/em><\/p>\n\n\n\n<p>I put aside the genre and considered only the most important feature: guns are cards. How could that be fun? If I gave it my best try and it sucked, I could peacefully throw out the prototype. Unfortunately, I could not throw it out, because that same day I stumbled on the design for Neon White.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-2.png\" alt=\"\" class=\"wp-image-357\" srcset=\"https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-2.png 960w, https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-2-300x169.png 300w, https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-2-768x432.png 768w, https:\/\/www.torahhorse.com\/wp-content\/uploads\/2024\/01\/Neon-White-Jan-2019-2-600x338.png 600w\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" \/><figcaption class=\"wp-element-caption\"><em>An early &#8220;chase&#8221; style level. This evolved into the chase level near the end of the game.<\/em><\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Time Trials<\/h2>\n\n\n\n<p>What&#8217;s fun about the guns being represented as cards? I wasn&#8217;t sure. I knew that cards are drawn, played or discarded. In some cases it&#8217;s valuable to hold on to them, but the price is often that you limit the new ones you can pick up. I played my prototype again. Play, discard, or hold onto it. As a player, I wasn&#8217;t actually making those choices.<\/p>\n\n\n\n<p><em>Play, discard, or hold onto it. Play, discard, or hold onto it.<\/em><\/p>\n\n\n\n<p>The next step struck me. Just make it so that each of those three options is valuable. Free from the deckbuilding and roguelite assumptions, I went ahead and designed a level and placed cards manually on the stage. Then I just needed to make it valuable to discard the cards. I had platforming in the game, so the easiest thing to try was discarding a card gave you a double jump.<\/p>\n\n\n\n<p>Double jumping is pretty fun, but the extra movement would be really valuable if the player wanted to get somewhere faster. The easiest way I could think to do that was to put a timer on the level.<\/p>\n\n\n\n<p>I didn&#8217;t set out to design a time trial game. I just put a timer on it and sent it to my friend <a href=\"https:\/\/twitter.com\/thomasastle\">Tom<\/a>, who is very competitive. It was 3 tiny levels. No offense to Tom, but when I saw his times it was obvious that I could beat him. We traded scores back and forth. I think literally all I had was the pistol that gave you a double jump, but the experience of optimizing when to discard that card to beat Tom&#8217;s score was undeniably fun.<\/p>\n\n\n\n<p>I had failed to prove the game sucked, and was left with a miserable little prototype that was surprisingly fun to play.<\/p>\n\n\n\n<p>P.Y.G.S is not going to be useful for everyone, but I imagine with slight modifications it could help other people in getting unstuck creatively. If you write stories, maybe you can try P.Y.S.S.<\/p>\n\n\n\n<p>Thanks for joining me. I&#8217;m applying P.Y.G.S. to a few new game ideas right now and with luck, I will fail.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p>P.S. If you want to go deeper on the subject, I highly recommend\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=o5K0uqhxgsE\">this video about prototyping<\/a> by Jonas Tyroller which\u00a0came out shortly after\u00a0I wrote this. It&#8217;s a\u00a0fresh and practical perspective on the\u00a0process of game design.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Tales from Neon White&#8217;s prototyping phase. Tough news. Recently we&nbsp;put a game project on ice. It was a cool idea and good work was done on it, but it wasn&#8217;t coming together. Now I&#8217;m considering new ideas. I&#8217;m troubled by this simple question, though: How can I prove that my game idea is good? At [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":356,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[10,8,9],"class_list":["post-355","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-newsletter","tag-game-design","tag-neon-white","tag-prototyping","has-thumbnail"],"_links":{"self":[{"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/posts\/355","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/comments?post=355"}],"version-history":[{"count":7,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/posts\/355\/revisions"}],"predecessor-version":[{"id":409,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/posts\/355\/revisions\/409"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/media\/356"}],"wp:attachment":[{"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/media?parent=355"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/categories?post=355"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.torahhorse.com\/index.php\/wp-json\/wp\/v2\/tags?post=355"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}