Game Developer Etiquette

As I work on the next rendition of our game, I often reflect on where it started, the games we played, and the fun times we had. There is a definite need to return to the roots of gaming and what it means to my efforts. I've alluded to this in earlier blogs, but feel the need to address it directly.

Why am I spending all this time and energy to create a game?

As game developers, it is the ultimate question to be asked. After all, others have created similar games, so why not just chuck it all and go with their games? The work is already done.

This issue is a beast anyone who creates anything must struggle with and, to be honest, there is no definite answer. All I can tell you is how I deal with the issue and what I think the correct answer is.

I will begin with what I think the correct answer is not. I don't think this is a golden ticket to fame and fortune. I've been working at promoting my system for nearly six years. I've faced issues with other gamers not wanting to try my system because it is not established, hasn't been reviewed enough, does not have a digital presence, and a whole list of other trivial excuses. As an independent company, we have been blocked out of open game rooms by gaming groups because we were not part of their membership. Memberships, I might add, that do not allow for the playing of other games in a public forum. Breaking out with a new concept is not an easy road.

Making that road rougher are internet trolls, budget restrictions, and a personal life. Yep. That last one is kind of important. It's also the easiest to push aside. I'm a husband, father, and now - grandfather. That's a powerful three that should never be postponed for long. 

Developing a business model capable of sustaining itself has been a hellish challenge. I had finally reached the stage where Tortured Earth no longer required supplements from my personal accounts to keep it going. Before COVID, the business was able to keep itself afloat and made enough profit that I was able to consider retiring from teaching and work on Tortured Earth full time. Yep. That's no longer the case.

So with the minefield of obstacles waiting to blow you to bits laid out, we return to the original question: Why do it?

For me, the most truthful answer I can give is: I love it. I love every nitty gritty aspect of it. I love the struggle of getting people to look at it. I love the creation process and the evolution of a blank page into a functional rule set or a fleshed out story. I even love, believe it or not, the refining of my rough-as-coal rough draft into a polished publication. I especially love coming in contact with people I've never met before and their compliments on our system or random posts on social media raving about their experiences with our game.

Each of us has a reason for creating the systems we've created. For myself, it started as a way of telling the types of stories I wanted to tell. In the end, it has evolved into a passion to create - not a world or a universe but a multiverse of possibilities.

When I interact with fellow game developers, I keep that knowledge close at hand. Most new developers immediately launch into the sales pitch of their system. As soon as they hear my return pitch, they seem to want to critique my system based on a three-line sales pitch. 

At first, these flash judgements were a little irritating. After all, I'd been on the market longer than they had. It took a little while to become clear they have as much passion for their projects as I do for mine. I've always enjoyed speaking with other game developers and talking shop. I find I've matured as a developer and promoter so, it's not so personal. I know Tortured Earth and it is the system I'm committed to writing stories and expansions. I'm comfortable with what I've created and really enjoy the interaction with other creators. So when given free advice, I listen to the input, evaluate it against the years of playtesting and goals I've set for my little game company, and pick and choose the bits I can use. When I  return the advice, I expect they to do the same.

Fellow creators, it is my hope that our paths will one day cross. I want you to know, I WILL listen to your comments and critiques. I will also sift through the preconceptions and personal biases and select the advice I think can make me a better game developer. I will also provide you with the same critiques and expect the same selective processing.

I don't know if any of this is helpful or even the right answer to the question. I can say I feel developing a passion for what you are doing has to be a big part of it.

Looking forward to meeting you,

Thanks for reading! 

K. B. Kidder

 

If you are checking out this blog for the first time, you may access our website by clicking here: Tortured Earth

Character Species released for review: AllornDwarfElfEoceph, and Goblin.

Combat Creatures released for review: BraunachFaedaFetid HoundMinotaur, and Wolf.

If you are interested in the creature development process, you may submit your own creatures by filling out the following form. We will review the forms before publishing the creatures to the website. Creature Creation Form

If you would like to see what Tortured Earth looks like, the GM portion of the rule book is available as a free download on the Tortured Earth Home Page. Tortured Earth Beta GM Guide  

And finally, I have created a Tavern Generator and Loot Generator. Both are free downloads and can be adapted to a wide range of story settings. Both are written in Excel. If you are using a tablet, you can download a free version of Excel and operate it live at the game table.

 

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