This video killed me.
One thing you need to consider is that you’re essentially looking to convince a small team of people to give up their free time to work on your vision, without any incentives other than because they want to.
To do this, you need to convince them that this idea is worth the time and effort. Unfortunately, all you’ve revealed is that it involves freedom of movement and fast-paced shooting action.
You need to consider that, as a random stranger on the internet, your word is worthless, so writing things like “trust me, this game is 100% going to succeed” is like a door to door salesman knocking on my door and saying “trust me, this lotion will 100% cure your baldness!”.
To increase your chances of getting this project off the ground, I strongly recommend you try and put a simple prototype together yourself. You can use the free asset packs and tutorials and try to create a demo of your idea in action. Then you have something concrete that people can get interested in. At the very least, write up a detailed description of the game and maybe add some screenshots and footage of other games to illustrate what you want to achieve.
It takes time, but if it’s such a dead cert to be an awesome game then you’ll be willing to put the effort in.
Good luck!
PS: it’s unlikely people will steal your idea. There aren’t going to be dev teams sitting around waiting for an idea to steal, and you would only be revealing the high-level concept and feature list, not the entire design document.
I figured I’d read this thread over from the start, and I simply had to respond to most - if not all - of what you’ve said @PsychoStoner. I’m not going to comment on everyone else’s individual responses - I think most have offered solid advice, respectively. This’ll be quite a long post (luckily, I had some time to kill this morning) - but I urge to read through as much as possible, as there might be some helpful information in here for you.
I’d recommend not worrying about looking for other people to motivate you to learn these skills. Start now. Don’t wait for others to create your game. Take it slow. Start immersing yourself. Find something you’re good at and take it from there. Very few people are comfortable or able to learn each of these disciplines, let alone master them. One person may be comfortable programming, but not modelling and vice-versa. So, if one doesn’t work out, feel free to try another. Eventually with time and dedicated you’ll find something that’ll stick.
As I mentioned, instead of looking for someone to “help make it come to life”, start learning and prototyping now. There’s plenty of learning resources and a number of assets available for use, that are freely accessible from the launcher. They may not fit your “vision” of how your game will eventually look or should look, but they are perfectly suitable for place-holders. They’ll allow you to prototype and get something up and running.
If you don’t fancy that aspect of things, then learn to model, instead. Then, learn to texture, rig and animate. After you’ve created props, a character and so forth, then you can look for a programmer to help start putting the pieces together into a playable form. Just don’t expect someone else to make your game, unless you’re planning to pay them. People have to eat and feed their families. They aren’t going to work on the assumption that one person has an “idea” that is a “gold mine.” It simply isn’t realistic, I’m sorry to say.
Instead of naming examples of what the game will be “like”, I’d suggest you Google some examples and explanations of a game design document. You might have ideas in your mind of what the game should be like, but that isn’t really going to help any future team. You’ll want to write these down. And you’ll want to write them down in detail. You need a game plan.
Despite what some people might say, that’s a decent mindset. If you don’t give up, you already have most of the information you need from those who’ve previously responded. Listen to them - there’s a large amount of people on these forums who seriously know what they’re talking about. Don’t simply ignore the information they’re providing you. Take it all into consideration. It’s constructive in the long-run.
Again, don’t simply explain. Start putting your ideas onto paper (well, a Word document, or such, preferably). If you’re game is an outright clone and mishmash of several other games, it still requires a selling point. You’ve focused on what the game “will be like”, but you need to go into so much more detail. How will the gameplay truly be? Is there a story? Is this a multiplayer only experience? If so, that brings with it its own problems.
If it is an “amazing game” that the “world needs” in it, you need to explain why. Everyone thinks that their idea is the next best thing. In reality, this often isn’t the case. There’s always exceptions to the rule, though.
Sigh. I’m really sorry, but this is a very bad attitude and stance to take. As someone who’s worked as a journalist in the industry for several years - and written for web and print magazines - I’ve had the pleasure of reviewing an array of games. They don’t “all suck”. Very far from that, actually. If anything, video games are getting bigger and better. If you want to make friends in this industry - which you’ll need to - please don’t act like this in the future. It’s really bad.
And again. I’m sorry to say, but that’s simply not true, is it? You might have your view-point on the game, but the industry has, on the whole, highly praised the game. I reviewed the game ahead of release, and praised it myself. I attended the Golden Joystick Awards towards the end of December last year, where it won numerous awards, and was cheered on by almost every developer and critic there (and, virtually everyone in attendance was a developer or critic - thousands of them). And, I’d say, judging by its sales, The Witcher 3 is doing pretty good.
Every game, in its own right, and if developed for the right reasons is worth as much respect as the next. As I’ve already suggested, I’d recommend you be nice to everyone else. You might not agree with someone else, but taking it to the level of an insult - or near it - is a bit much. These people have taken time out of their day to provide advice.
Okay. As I’ve said, everyone who comes up with an idea for their dream game, naturally assumes it is the next best thing. The next success story. Most of them fail, let alone manage to get off the ground. As others have already mentioned, it is highly unlikely that everyone in a team is going to be happy with each and every idea. There has to be some form of compromise. If something clearly doesn’t work, then it has to be fixed or scrapped. You need to understand this, otherwise you are truly limited the amount of people who are going to be willing to work with you in the future.
There’s a reason large companies are able to handle the direction of a game (though, even in that case there’s flexibility in some regards). They pay their employees. They work on what they are assigned. This goes back to your earlier statement about having talent, but working on - what you consider - a bad game. These people have work to do. They’re earning a living. They have children, a wife, a family. They have bills to pay. People are being laid-off left, right and centre. You aren’t going to argue when you’re being paid.
Similarly, direction and passion is pointless without talent. There’s lots of people on these forums bringing their dream games to life. They’re putting serious hours into their projects, because, ultimately, they believe in what they’re doing. They have the passion and drive to learn the skills required to do so. Everyone who puts in the effort has my respect.
There’s plenty of people who play video games professionally, I know many of them. I’ve worked with them. I’ve interviewed them. I’ve played alongside some of them back in the old Counterstrike days. Just because of that, doesn’t mean they’re naturally suited towards video game design. You need to understand what it takes to actually, truly design a game.
I’ve played each of the game you’ve listed. I don’t think many people are actively scouring these forums looking to steal your idea, quite honestly. People have their own ideas - that’s one thing we’re not short of on these forums. Ideas.
You’ve said this several times, but haven’t actually explained why. As I’ve said, start putting your plan into motion and begin learning the skill set. Once you have something up and running - and have established the idea further, into a game design document - you can then use that to further springboard it into action.
You’re mistaking “close-minded” with realistic. That’s one thing you have to be in this industry. Realistic. You have to have reachable goals. Now, don’t take my words the wrong way. I’m not saying your goals aren’t reachable. In fact, I truly think they are - you simply need the skills to make them come to life. And, the industry is not being ruined. Far from it. We’re seeing some of the most creative, previously unimaginable games these-days. Publishers are trying new things and taking chances, things are changing with the resurgence of Virtual Reality.
You’ve listed these individual steps as “easy”, “not too hard”, and “hard.” If they aren’t hard, then you’d be best simply doing them. I don’t think you quite understand the actual process. A single character requires a design, a mesh, and textures. It needs to be rigged and animated. Each of those can be lengthy, depending on your skill and experience. Environment design and modelling is different, in its own right. A single level or map can consist of hundreds - potentially thousands - of individual assets. That’s no easy undertaking for a single person. That’ll take quite some time. That’s not even to begin on the gameplay mechanics, the game framework and everything else that’s required.
I kinda hope he’s just trolling at this point…
Wow! Just wow! Such a passive aggressive manner. People only want to help you dude, not attack you. Most people on this board are very experienced, listen to them.
I would like to help, but i barely have experience, im just a wannabe gamemaker. A teen boy. But ill help if needed, the idea is awesome, but the game will be a goldmine
just for the sake of it, id like an admin to look at the IP from MOJO, and Stoner.
Same kind of typo’s and all.
They’re different, unless he’s using a proxy