[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.86,0:00:09.48,Default,,0000,0000,0000,,It's almost impossible to imagine the game\NApe Out without an ape. Dialogue: 0,0:00:09.48,0:00:12.41,Default,,0000,0000,0000,,And yet, that's exactly how it started life. Dialogue: 0,0:00:12.41,0:00:17.43,Default,,0000,0000,0000,,According to designer Gabe Cuzzillo, this\Nwas supposed to be a time-looping stealth Dialogue: 0,0:00:17.43,0:00:21.37,Default,,0000,0000,0000,,game where you'd use push and grab\Nmechanics to slink along walls. Dialogue: 0,0:00:21.37,0:00:25.54,Default,,0000,0000,0000,,But if there were going to be guards in the\Ngame, then naturally you should be able to Dialogue: 0,0:00:25.54,0:00:30.75,Default,,0000,0000,0000,,use those same mechanics on them, leading\Nto gameplay that has you holding guards hostage Dialogue: 0,0:00:30.75,0:00:33.35,Default,,0000,0000,0000,,and chucking them at walls. Dialogue: 0,0:00:33.35,0:00:38.84,Default,,0000,0000,0000,,This turned out to be the most interesting\Npart of the game: and so Gabe decided to wildly Dialogue: 0,0:00:38.84,0:00:43.50,Default,,0000,0000,0000,,change direction and actually build the game\Naround this core concept. Dialogue: 0,0:00:43.50,0:00:48.32,Default,,0000,0000,0000,,He removed everything that didn't need to\Nbe there, like stealth and time-loops. Dialogue: 0,0:00:48.32,0:00:53.48,Default,,0000,0000,0000,,And did whatever he could to emphasise this\Nidea - most notably, by swapping the bald Dialogue: 0,0:00:53.48,0:00:59.24,Default,,0000,0000,0000,,guy for a rampaging, 300-pound gorilla. Dialogue: 0,0:00:59.24,0:01:03.84,Default,,0000,0000,0000,,This is an example of a game design methodology\Ncalled "Follow the Fun". Dialogue: 0,0:01:03.84,0:01:09.51,Default,,0000,0000,0000,,It’s the deceptively simple idea that designers\Nshould ignore their plans and preconceived Dialogue: 0,0:01:09.51,0:01:15.35,Default,,0000,0000,0000,,ideas - and instead look to the game itself\Nto find out where the development should lead. Dialogue: 0,0:01:15.35,0:01:19.33,Default,,0000,0000,0000,,So take the microscopic tactics gem, Into\Nthe Breach. Dialogue: 0,0:01:19.33,0:01:24.26,Default,,0000,0000,0000,,This game started life as a pretty standard\NAdvance Wars-style game, where enemies chose Dialogue: 0,0:01:24.26,0:01:28.24,Default,,0000,0000,0000,,attacks at random and hid their intentions\Nuntil their turn. Dialogue: 0,0:01:28.24,0:01:32.81,Default,,0000,0000,0000,,But one foe in the game would show you exactly\Nwhat they were about to do on their turn, Dialogue: 0,0:01:32.81,0:01:35.89,Default,,0000,0000,0000,,by highlighting the tile they were going to\Nattack. Dialogue: 0,0:01:35.89,0:01:41.03,Default,,0000,0000,0000,,The developers at Subset realised that this\Nwas the single most enjoyable part, and so Dialogue: 0,0:01:41.03,0:01:46.63,Default,,0000,0000,0000,,decided to focus the rest of the game almost\Nexclusively on these telegraphed attacks. Dialogue: 0,0:01:46.63,0:01:51.01,Default,,0000,0000,0000,,And this actually helped dictate the rest\Nof the design decisions that the studio had Dialogue: 0,0:01:51.01,0:01:52.01,Default,,0000,0000,0000,,to make. Dialogue: 0,0:01:52.01,0:01:55.94,Default,,0000,0000,0000,,Because, if you know what the enemies are\Ngoing to do, can't you just move your own Dialogue: 0,0:01:55.94,0:01:58.15,Default,,0000,0000,0000,,units out of their attack zone? Dialogue: 0,0:01:58.15,0:02:02.51,Default,,0000,0000,0000,,Alright, maybe the game is actually about\Nprotecting static buildings. Dialogue: 0,0:02:02.51,0:02:06.64,Default,,0000,0000,0000,,And so now it's about pushing the enemies\Naround so their attacks will miss. Dialogue: 0,0:02:06.64,0:02:11.37,Default,,0000,0000,0000,,But actually, you could use this to trick\Nthe enemies into killing each other. Dialogue: 0,0:02:11.37,0:02:16.34,Default,,0000,0000,0000,,You can probably see why the designers who\Nuse this method often say that their game, Dialogue: 0,0:02:16.34,0:02:19.34,Default,,0000,0000,0000,,to some extent, designed itself. Dialogue: 0,0:02:19.34,0:02:23.18,Default,,0000,0000,0000,,Here's Sam Coster from Crashlands-developer\NButterscotch Shenanigans. Dialogue: 0,0:02:23.18,0:02:27.95,Default,,0000,0000,0000,,SAM COSTER: "We like to think about this process\Nas the game discovering itself over time. Dialogue: 0,0:02:27.95,0:02:33.70,Default,,0000,0000,0000,,Because as iterators, rather than designers,\Nit's our job to simply play the game, listen Dialogue: 0,0:02:33.70,0:02:39.20,Default,,0000,0000,0000,,to it, feel it, and kind of feel out what\Nit seems to want to become - and just follow Dialogue: 0,0:02:39.20,0:02:40.70,Default,,0000,0000,0000,,the trails of what's fun." Dialogue: 0,0:02:40.70,0:02:46.98,Default,,0000,0000,0000,,Now, the idea of a game designing itself is\Nsurely rather exciting for those looking to Dialogue: 0,0:02:46.98,0:02:48.55,Default,,0000,0000,0000,,make the next big hit. Dialogue: 0,0:02:48.55,0:02:52.56,Default,,0000,0000,0000,,But, it's not like amazing game ideas just\Nappear from the ether. Dialogue: 0,0:02:52.56,0:02:54.43,Default,,0000,0000,0000,,So, where do they come from? Dialogue: 0,0:02:54.43,0:03:00.42,Default,,0000,0000,0000,,Well, let's look at the origins of the rhythm-based\Nroguelike Crypt of the Necrodancer. Dialogue: 0,0:03:00.42,0:03:05.18,Default,,0000,0000,0000,,Designer Ryan Clark wanted to see if he could\Nput Spelunky's quick-fire decision making Dialogue: 0,0:03:05.18,0:03:08.45,Default,,0000,0000,0000,,into a more traditional turn-based dungeon\Ncrawler. Dialogue: 0,0:03:08.45,0:03:12.97,Default,,0000,0000,0000,,So he made a quick prototype of a roguelike\Nwhere you only have a second to make your Dialogue: 0,0:03:12.97,0:03:14.42,Default,,0000,0000,0000,,next turn. Dialogue: 0,0:03:14.42,0:03:19.41,Default,,0000,0000,0000,,When he played it, Ryan realised that it had\Nan almost rhythmic-like quality - and it became Dialogue: 0,0:03:19.41,0:03:25.28,Default,,0000,0000,0000,,obvious that the game should be set to music. Dialogue: 0,0:03:25.28,0:03:29.99,Default,,0000,0000,0000,,Or perhaps we should take a look at the iconic\Nmid-air movement of Rocket League. Dialogue: 0,0:03:29.99,0:03:35.10,Default,,0000,0000,0000,,When Psyonix was working on the game's predecessor,\NSupersonic Acrobatic Rocket-Powered Battle-Cars Dialogue: 0,0:03:35.10,0:03:37.90,Default,,0000,0000,0000,,- they've learned a lot about marketing since\Nthen. Dialogue: 0,0:03:37.90,0:03:42.87,Default,,0000,0000,0000,,Uh, they had built a game about battling cars,\Nbut wanted to add a speed boost mechanic. Dialogue: 0,0:03:42.87,0:03:46.77,Default,,0000,0000,0000,,So the devs simply applied a physics force\Nto the back of the car. Dialogue: 0,0:03:46.77,0:03:52.08,Default,,0000,0000,0000,,In testing, they discovered that players could\Nuse that force in mid-air to rocket about Dialogue: 0,0:03:52.08,0:03:53.08,Default,,0000,0000,0000,,the arena. Dialogue: 0,0:03:53.08,0:03:58.69,Default,,0000,0000,0000,,That wasn't the plan, but the developers realised\Nthat this actually added enormous depth and Dialogue: 0,0:03:58.69,0:04:02.36,Default,,0000,0000,0000,,a whole extra dimension to the game - so they\Nkept it. Dialogue: 0,0:04:02.36,0:04:07.55,Default,,0000,0000,0000,,The studio says “we developed this mechanic\Nalmost by accident”. Dialogue: 0,0:04:07.55,0:04:12.74,Default,,0000,0000,0000,,In fact, there's a whole history of games\Nwhere bugs, glitches, and accidents in the Dialogue: 0,0:04:12.74,0:04:14.87,Default,,0000,0000,0000,,development process were turned into features. Dialogue: 0,0:04:14.87,0:04:20.11,Default,,0000,0000,0000,,For example, Hideki Kamiya found a bug in\NOnimusha: Warlords that let you juggle enemies Dialogue: 0,0:04:20.11,0:04:22.18,Default,,0000,0000,0000,,in the air by repeatedly slashing them. Dialogue: 0,0:04:22.18,0:04:26.14,Default,,0000,0000,0000,,It was fixed in Onimusha, but Kamiya developed\Nit further, and turned it into the premiere Dialogue: 0,0:04:26.14,0:04:28.71,Default,,0000,0000,0000,,game mechanic of Devil May Cry. Dialogue: 0,0:04:28.71,0:04:34.86,Default,,0000,0000,0000,,The point being, this process involves taking\Nsome initial idea - however loose, fuzzy, Dialogue: 0,0:04:34.86,0:04:39.29,Default,,0000,0000,0000,,or unoriginal it might be - and actually building\Na working prototype. Dialogue: 0,0:04:39.29,0:04:44.91,Default,,0000,0000,0000,,And it's here - during the process of coding\Nand playing - that new ideas can spring up. Dialogue: 0,0:04:44.91,0:04:49.63,Default,,0000,0000,0000,,And so it's up to the designer to be open\Nand attentive to what the game is saying. Dialogue: 0,0:04:49.63,0:04:54.80,Default,,0000,0000,0000,,To realise what's interesting, and be willing\Nto explore those aspects… even if they don't Dialogue: 0,0:04:54.80,0:04:57.96,Default,,0000,0000,0000,,totally align with what you originally had\Nin mind. Dialogue: 0,0:04:57.96,0:05:02.95,Default,,0000,0000,0000,,That's how Gunpoint went from being about\Na robot in space who drops fridges on people, Dialogue: 0,0:05:02.95,0:05:07.36,Default,,0000,0000,0000,,to being a puzzle game about a spy who re-wires\Nbuildings. Dialogue: 0,0:05:07.36,0:05:13.44,Default,,0000,0000,0000,,That re-wire mechanic was just one possible\Nidea for a hacking mini-game in a side-scrolling Dialogue: 0,0:05:13.44,0:05:15.19,Default,,0000,0000,0000,,Deus Ex-inspired game. Dialogue: 0,0:05:15.19,0:05:19.83,Default,,0000,0000,0000,,But as soon as designer Tom Francis started\Nprototyping it, the game that would eventually Dialogue: 0,0:05:19.83,0:05:22.35,Default,,0000,0000,0000,,become Gunpoint started to emerge. Dialogue: 0,0:05:22.35,0:05:23.35,Default,,0000,0000,0000,,Here's Tom: Dialogue: 0,0:05:23.35,0:05:27.36,Default,,0000,0000,0000,,TOM FRANCIS: “It just immediately became\Nobvious that this should become a puzzle game. Dialogue: 0,0:05:27.36,0:05:28.72,Default,,0000,0000,0000,,That was just a puzzle mechanic. Dialogue: 0,0:05:28.72,0:05:30.65,Default,,0000,0000,0000,,And so Gunpoint just kind of told me what\Nit wanted to be. Dialogue: 0,0:05:30.65,0:05:33.21,Default,,0000,0000,0000,,It just wanted to be a puzzle game, just obviously. Dialogue: 0,0:05:33.21,0:05:38.88,Default,,0000,0000,0000,,And I just rolled with that, I just expanded\Nthe hacking mechanic to a crazy extent. Dialogue: 0,0:05:38.88,0:05:40.96,Default,,0000,0000,0000,,I built the whole game around it." Dialogue: 0,0:05:40.96,0:05:46.36,Default,,0000,0000,0000,,So this process generally causes the most\Nsignificant changes towards the beginning Dialogue: 0,0:05:46.37,0:05:51.09,Default,,0000,0000,0000,,of a game’s development - which is the point\Nthat Sam Coster describes the game as a white Dialogue: 0,0:05:51.09,0:05:53.59,Default,,0000,0000,0000,,hot ball of malleable magma. Dialogue: 0,0:05:53.59,0:05:58.31,Default,,0000,0000,0000,,But it can still be used as development goes\Non, and the game starts to form and settle Dialogue: 0,0:05:58.31,0:05:59.53,Default,,0000,0000,0000,,into rock. Dialogue: 0,0:05:59.53,0:06:04.89,Default,,0000,0000,0000,,Like, for content generation: Jonathan Blow\Nhas said that the puzzles in Braid were simply Dialogue: 0,0:06:04.89,0:06:09.69,Default,,0000,0000,0000,,a showcase of the unexpected consequences\Nof his time-travelling game engine. Dialogue: 0,0:06:09.69,0:06:14.38,Default,,0000,0000,0000,,Blow says "I had a curator role, cleaning\Nup the answers and presenting them in such Dialogue: 0,0:06:14.38,0:06:17.25,Default,,0000,0000,0000,,a way that they could be enjoyed by the game’s\Nplayers.” Dialogue: 0,0:06:17.25,0:06:19.25,Default,,0000,0000,0000,,More on that in this video. Dialogue: 0,0:06:19.25,0:06:22.35,Default,,0000,0000,0000,,Or, it can be used for listening to player\Nfeedback. Dialogue: 0,0:06:22.35,0:06:28.03,Default,,0000,0000,0000,,When Chris Hecker made SpyParty, players found\Nall sorts of exploits and unintended ways Dialogue: 0,0:06:28.03,0:06:29.50,Default,,0000,0000,0000,,to play the game. Dialogue: 0,0:06:29.50,0:06:33.97,Default,,0000,0000,0000,,Instead of fixing these “bugs”, Chris\Nleaned into them and made them an official Dialogue: 0,0:06:33.97,0:06:37.90,Default,,0000,0000,0000,,part of the game - pushing the experience\Ntowards being more about Dialogue: 0,0:06:37.90,0:06:40.68,Default,,0000,0000,0000,,mind-games and psychological tricks. Dialogue: 0,0:06:40.68,0:06:44.100,Default,,0000,0000,0000,,And it can simply be used to help guide the\Ngeneral development of a game. Dialogue: 0,0:06:44.100,0:06:47.06,Default,,0000,0000,0000,,Here's Subnautica designer Charlie Cleveland: Dialogue: 0,0:06:47.06,0:06:49.73,Default,,0000,0000,0000,,CHARLIE CLEVELAND: "You kind of think you\Nknow where you're going. Dialogue: 0,0:06:49.73,0:06:51.73,Default,,0000,0000,0000,,You have some place on the horizon. Dialogue: 0,0:06:51.73,0:06:53.81,Default,,0000,0000,0000,,And there's many paths and you don't know\Nhow to get there. Dialogue: 0,0:06:53.81,0:06:57.90,Default,,0000,0000,0000,,But if you listen to the game it will tell\Nyou where it wants to go." Dialogue: 0,0:06:57.90,0:07:01.96,Default,,0000,0000,0000,,That's how his studio made a horror game,\Nwithout that ever being the intention at the Dialogue: 0,0:07:01.96,0:07:05.20,Default,,0000,0000,0000,,start of the project. Dialogue: 0,0:07:05.20,0:07:10.56,Default,,0000,0000,0000,,Now obviously, this sort of design process\Ncan make it very difficult to predict how Dialogue: 0,0:07:10.57,0:07:12.86,Default,,0000,0000,0000,,long a game will take to make. Dialogue: 0,0:07:12.86,0:07:17.53,Default,,0000,0000,0000,,This is one reason why the methodology is\Nmore popular in the world of indies - rather Dialogue: 0,0:07:17.53,0:07:21.18,Default,,0000,0000,0000,,than the fiercely regimented world of blockbuster\Ngame production. Dialogue: 0,0:07:21.18,0:07:26.93,Default,,0000,0000,0000,,Like, when Tom Francis made his second game,\NHeat Signature, he hoped that the fuzzy idea Dialogue: 0,0:07:26.93,0:07:32.41,Default,,0000,0000,0000,,of “you go inside spaceships” would magically\Nlead to good stuff - just like had happened Dialogue: 0,0:07:32.41,0:07:33.80,Default,,0000,0000,0000,,with Gunpoint. Dialogue: 0,0:07:33.80,0:07:37.58,Default,,0000,0000,0000,,But… it just didn't. \NAt least, not for a very long time. Dialogue: 0,0:07:37.58,0:07:42.60,Default,,0000,0000,0000,,In truth, Tom realised that he had to make\Na butt-load of stuff in order to find out Dialogue: 0,0:07:42.60,0:07:46.59,Default,,0000,0000,0000,,what made the game interesting, which lead\Nto a protracted development where he made Dialogue: 0,0:07:46.59,0:07:52.36,Default,,0000,0000,0000,,a ship generation system, artificial intelligence,\Na combat system, a whole galaxy map with an Dialogue: 0,0:07:52.36,0:07:53.59,Default,,0000,0000,0000,,economy, and so on. Dialogue: 0,0:07:53.59,0:07:59.77,Default,,0000,0000,0000,,It took Tom years to to figure out that the\Non-ship combat was the most interesting bit. Dialogue: 0,0:07:59.77,0:08:03.65,Default,,0000,0000,0000,,And so that's why it’s worth remembering\Nthat the real phrase is actually a bit longer Dialogue: 0,0:08:03.65,0:08:05.51,Default,,0000,0000,0000,,than just "Follow the Fun". Dialogue: 0,0:08:05.51,0:08:09.70,Default,,0000,0000,0000,,I traced the coinage of the phrase back to\Nthis guy - Marc LeBlanc. Dialogue: 0,0:08:09.70,0:08:14.88,Default,,0000,0000,0000,,He’s a designer who worked on Thief and\NSystem Shock, and an educator who helped come Dialogue: 0,0:08:14.88,0:08:17.49,Default,,0000,0000,0000,,up with ideas like the MDA framework. Dialogue: 0,0:08:17.49,0:08:22.01,Default,,0000,0000,0000,,When he coined this phrase, he actually started\Nit with a well-known idiom from the world Dialogue: 0,0:08:22.01,0:08:25.55,Default,,0000,0000,0000,,of design and entrepreneurship: "fail fast". Dialogue: 0,0:08:25.55,0:08:30.14,Default,,0000,0000,0000,,That’s the process of throwing something\Ntogether as quickly as possible, to see what Dialogue: 0,0:08:30.14,0:08:32.03,Default,,0000,0000,0000,,works and what doesn't. Dialogue: 0,0:08:32.03,0:08:35.89,Default,,0000,0000,0000,,It doesn't matter if you fail, because you\Ndidn't waste much time - but that so-called Dialogue: 0,0:08:35.89,0:08:40.98,Default,,0000,0000,0000,,"failure" will tell you so much about what\Ndirection the next attempt should take. Dialogue: 0,0:08:40.98,0:08:45.94,Default,,0000,0000,0000,,So, perhaps there are some concrete techniques\Nfor speeding up the iteration process? Dialogue: 0,0:08:45.94,0:08:51.70,Default,,0000,0000,0000,,Well, one is something all GMTK viewers will\Nbe familiar with: Game Jams. Dialogue: 0,0:08:51.70,0:08:56.36,Default,,0000,0000,0000,,Those frantic game creation marathons where\Nyou have to try and make a game in, perhaps, Dialogue: 0,0:08:56.36,0:08:57.87,Default,,0000,0000,0000,,a single weekend. Dialogue: 0,0:08:57.87,0:09:03.02,Default,,0000,0000,0000,,Arvi Teikari, who dreamt up the award-winning\Npuzzler Baba is You at a Game Jam, speaks Dialogue: 0,0:09:03.02,0:09:04.47,Default,,0000,0000,0000,,to the power of these events: Dialogue: 0,0:09:04.47,0:09:07.32,Default,,0000,0000,0000,,ARVI TEIKARI: "The whole idea\Nis you can take a prototype that you have Dialogue: 0,0:09:07.32,0:09:09.83,Default,,0000,0000,0000,,in your head and try to make something around\Nit. Dialogue: 0,0:09:09.83,0:09:11.91,Default,,0000,0000,0000,,if it doesn't work, that's fine. Dialogue: 0,0:09:11.91,0:09:16.60,Default,,0000,0000,0000,,you can toss it away after the game jam. you\Nare not committed to the idea for longer than Dialogue: 0,0:09:16.60,0:09:18.61,Default,,0000,0000,0000,,the game jam takes". Dialogue: 0,0:09:18.61,0:09:24.48,Default,,0000,0000,0000,,Another technique is to use tools that suit\Nrapid prototyping, like Game Maker and Godot. Dialogue: 0,0:09:24.48,0:09:30.77,Default,,0000,0000,0000,,Or perhaps paper prototypes, LEGO, or the\NPS4 game-creation suite Dreams. Dialogue: 0,0:09:30.77,0:09:34.84,Default,,0000,0000,0000,,If you've already made most of the game and\Njust want to generate content, you can develop Dialogue: 0,0:09:34.84,0:09:39.89,Default,,0000,0000,0000,,some custom level creation tools to speed\Nup the creative process - and get more people Dialogue: 0,0:09:39.89,0:09:41.25,Default,,0000,0000,0000,,on board to help. Dialogue: 0,0:09:41.25,0:09:46.93,Default,,0000,0000,0000,,So, for Mario Galaxy 2, Nintendo made simple\Nlevel creation tools to encourage everyone Dialogue: 0,0:09:46.93,0:09:49.84,Default,,0000,0000,0000,,on the team to think up unique mechanics. Dialogue: 0,0:09:49.84,0:09:55.91,Default,,0000,0000,0000,,And to quickly focus on design and mechanics,\Nyou can use placeholder art, music, and plot. Dialogue: 0,0:09:55.91,0:10:01.59,Default,,0000,0000,0000,,When Klei made the very first game jam prototype\Nof Don't Starve, the hero of the game was Dialogue: 0,0:10:01.59,0:10:03.20,Default,,0000,0000,0000,,actually represented by… Dialogue: 0,0:10:03.20,0:10:04.96,Default,,0000,0000,0000,,Link, from Zelda. Dialogue: 0,0:10:04.96,0:10:07.86,Default,,0000,0000,0000,,And finally, it can actually help to have\Nsomething Dialogue: 0,0:10:07.86,0:10:11.00,Default,,0000,0000,0000,,about the game that absolutely cannot change. Dialogue: 0,0:10:11.00,0:10:16.62,Default,,0000,0000,0000,,Sunni Pavolic from thatgamecompany says the\Nstudio used a very iterative methodology when Dialogue: 0,0:10:16.62,0:10:23.17,Default,,0000,0000,0000,,making Journey, but always with the idea that\Nthis game would explore the theme of love. Dialogue: 0,0:10:23.17,0:10:27.56,Default,,0000,0000,0000,,This gave everyone on the team a singular\Ndirection to follow, and helped narrow the Dialogue: 0,0:10:27.56,0:10:31.92,Default,,0000,0000,0000,,range of possible ideas that they might discover\Nand develop. Dialogue: 0,0:10:33.78,0:10:39.32,Default,,0000,0000,0000,,So if there’s one thing I’d want you to\Ntake away from this video: it’s to stop Dialogue: 0,0:10:39.32,0:10:42.20,Default,,0000,0000,0000,,waiting for the perfect game idea to come\Nalong. Dialogue: 0,0:10:42.20,0:10:45.82,Default,,0000,0000,0000,,It’s easy to look at something like Ape Out, \NCrypt of the Necrodancer, Dialogue: 0,0:10:45.82,0:10:50.28,Default,,0000,0000,0000,,or Crashlands and assume that\Nthese games were designed in a flash of insight Dialogue: 0,0:10:50.28,0:10:53.49,Default,,0000,0000,0000,,- which seamlessly transitioned into the final\Ngame. Dialogue: 0,0:10:53.49,0:10:57.23,Default,,0000,0000,0000,,And so if you can’t come up with an idea\Nas good as these ones - why bother trying? Dialogue: 0,0:10:57.23,0:11:02.51,Default,,0000,0000,0000,,But as I’ve shown in this video, nothing\Ncould be further from the truth. Dialogue: 0,0:11:02.51,0:11:07.57,Default,,0000,0000,0000,,In reality, the thing that ties all of these\Ndevelopers together is that they got started Dialogue: 0,0:11:07.57,0:11:09.02,Default,,0000,0000,0000,,and they built something. Dialogue: 0,0:11:09.02,0:11:13.97,Default,,0000,0000,0000,,And it was only then - as the designers tried\Nnew ideas, played their prototypes, and even Dialogue: 0,0:11:13.97,0:11:17.83,Default,,0000,0000,0000,,created bugs - that the games we know today\Nstarted to form. Dialogue: 0,0:11:17.83,0:11:22.52,Default,,0000,0000,0000,,They’re great designers not because they\Ncame up with amazing ideas - but because they Dialogue: 0,0:11:22.52,0:11:28.65,Default,,0000,0000,0000,,knew how to listen to the game, knew which\Navenues to follow, knew how to fail fast and Dialogue: 0,0:11:28.65,0:11:34.75,Default,,0000,0000,0000,,fail often, and knew how to coalesce these\Ndisparate ideas into something coherent. Dialogue: 0,0:11:34.75,0:11:39.34,Default,,0000,0000,0000,,So if you watch Game Maker’s Toolkit and\Nthink you might like to make a game - don’t Dialogue: 0,0:11:39.34,0:11:41.12,Default,,0000,0000,0000,,wait for the perfect idea. Dialogue: 0,0:11:41.12,0:11:42.58,Default,,0000,0000,0000,,Build something. Dialogue: 0,0:11:42.58,0:11:48.55,Default,,0000,0000,0000,,And then you can listen to the game, follow\Nthe fun - and you might just discover that Dialogue: 0,0:11:48.55,0:11:53.32,Default,,0000,0000,0000,,the game, in some small way, designs itself.