6 Ways to Diversify Your Gaming Experience

Play a lot of video games for Indie Development


Best Games of All Time, You Tube


When you want to create anything you need to know a little about what you’re creating–what has come before and how you can develop or improve on it. If you want to write, you read books. If you want to make movies, you watch a lot of movies. The same goes for game design. You need to play a lot of games.

Chances are this is far from a burden. With a few exceptions (mostly those looking for profit rather than quality), artists create what they love to consume. The trouble is, we live in an age of mass media. The more art that we have access to the harder it becomes to optimize our time. Time and effort are resources. If you want to succeed, you need to spend them wisely.

The video game industry has exploded in the last decade, and in the last few years indie development has only added to this explosion. This is true of both the online and offline markets, although the former is a far bigger industry in general. Not only are there hundreds of AAA titles that the would-be game designer needs to check out, but there are dozens of indie gems, many of them essential playing. You can’t possibly play through them all. What do you do?

When it comes to video games, you don’t need to have completed a title to take some important points from it–to understand what makes it tick. It’s tempting to want to “finish” every game you start. Nowadays some of the best titles take at least thirty hours to finish. You can triple or quadruple that amount of time if you want to do the side quests. The longer games, such as the Elder Scrolls series, can run into the hundreds of hours of gameplay, and if you like MMOs you might be looking at thousands of hours. Of course, these are extreme examples, but the fact remains, finishing any one game is a significant time commitment.

Similarly, when you play pen and paper games, you don’t need to slog through an epic campaign like Call of Cthulhu’s Horror on the Orient Express. Yes, to completely memorize the ruleset you’ll need a bunch of sessions. Most of the time, you don’t need to be a walking encyclopedia. That’s what the internet is for.

All that time playing one game, means you aren’t spending time playing others. You can’t keep up with what’s new, and you can’t familiarize yourself with canonic titles that you haven’t yet played. Here are some tips on how to diversify your gaming experience.


1. You don’t need to finish any one game. This is the most important point, and it was implied above. But I’ll restate it because it really is key. In an ideal world, you’d play every classic, old or new, from start to finish, and have a full perspective on it. (So many of these games are being re-released on platforms like Steam or GoG). But to do so isn’t practical. Give yourself a few hours with everything. If you play every day, as I do, sometimes for multiple hours–and I make time for this, even when I work–then take one hour off your preferred title to play something else that needs playing. Right now, for example, I relax with FFXIV, but make sure I put in some hours with an indie title like Terraria or The Binding of Isaac, both of which are a joy to play, and hardly a waste of time. (In general, MMORPGs are the devil. They’re insanely addictive, massive time sinks, and economically draining in terms of monthly fees that could be used to buy other titles). It only took me about an hour with The Binding of Isaac to understand why it is genius.

With pen and paper RPGs, this translates to running one or two sessions of a game without dipping too far in. Try and use published adventures rather than your own (there are tons of classics on Drive Thru RPG, including PDFs of titles you can’t easily get in print); you need to see how things work as the designer intended. (Although the ultimate aim, obviously, is to make your own stuff. Try adventures from a variety of settings or time periods. This way you can see how the ruleset translates in different situations.

2. Take notes and reflect. You don’t need to pause playing every five seconds to scribble an idea or observation; this would ruin the experience and immersion. But give yourself at least twenty-minutes daily to reflect on what you played and why it did or didn’t work.

3. It’s okay to prefer one game and one system and to master it. The hobby is supposed to be fun, and you’re going to lose your passion for it, and for creating within it, if you spend all your time playing stuff that you don’t like. But you should make sure to take some time to experience the new.

4. Be selective. It is possible to learn from bad games, especially what not to do. But frankly the problems with most of these titles emerge within the first twenty minutes (for digital) and a single session for paper. You definitely don’t want to waste time doing a full play through of a crappy title. Instead, choose the best games, the ones that are successful, the kind you want to create. These are your bread and butter; they’ll inspire you and keep you motivated. And related to this…

The wprst video games of all time


5. Get outside your comfort zone, but not too far. Learning about all kinds of games is vital; it will help you innovate. But again, if you want to create fantasy rpgs, play a lot of fantasy rpgs. SciFi? SciFi it up. Same with horror, sports games, strategy games etc.. You need to know what’s popular within your genre. There isn’t a fantasy game designer on the planet (whether paper or digital) who doesn’t need to have spent some time with Dungeons and Dragons, even if it isn’t your final choice. The same goes with Zelda or any other classic. Remember, you can’t innovate and create something truly unique or independent, if you don’t understand the mainstream. Otherwise, how do you know what innovation is?

6. Paper designers need to understand video games and vice versa. You can learn a lot studying the “other species”.

These are just some preliminary ideas. Whatever you decide, it all takes a significant time investment. But that’s the price you pay for any creative endeavor that’s worth doing well. And all creative endeavors are worth doing well. That being said, any time I think about “what I should be doing” I run the risk of paralysis. These tips are ideals, and progressing towards them is more important than fulfilling them to the letter; progress, not perfection.

And of course, eventually you’re going to want to create. You’re going to want to make your own game. During this process, you might not have time to do much else, let alone playing games. So do your research beforehand. Remember, quality is better than quantity. But definitely you need to know what’s out there, what’s selling, and why. At the very least, it will help you pitch your game or draw up a business plan when the time comes. Good luck!


Things I Learned from: The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth.

If you want to learn how to design games, you have to play them–a bunch of them. But playing alone is not enough; you have to think about what made the game good, bad or indifferent. This series does just that.


The Binding of Isaac: Rebirth, a reboot of The Binding of Isaac (which started as a flash web game), is good. Very good. It’s play for hours longer than you expect to good. And, maybe most importantly, play until you’ve squeezed the last breath of life from it good. (Much in the same way that Isaac’s mother wants to squeeze the last ounce of breath from her son). Yeah, the game is kind of messed up.

I’ll explain. It’s a rogue-lite indie title, in which the protagonist’s religious fanatic mother hears the voice of God telling her to kill her son. Isaac escapes into the basement of what apparently is the scariest house in the universe, and finds his way through some caverns, (because this house has caverns). Eventually he ends up against mamma herself. Who he kills. In your second play through, you climb through your dead mother’s womb and…

So, what did I learn from it?

The Binding of Isaac: Rebirth is an indie game classic


Aesthetics make your game stand out. There are dozens of rogue-lite, randomly generated games these days. Plenty of them are dungeon crawlers, and some of them are top-down shooters, in which you collect a bunch of power-ups to offset the insane difficulty that is a staple of the genre. But none of these games is The Binding of Isaac. Why? Because Isaac has a truly original, or at least less familiar, aesthetic. When I say aesthetic, I’m using a fancy word to describe the overall feel of the game, as rendered by the interplay of graphics, art design, and sound design. The Binding of Isaac’s aesthetic is twisted to say the least.

Isaac is a cute, wide-eyed, globular thing with a permanently terrified expression, which makes it all the more horrible when the grotesque enemies–including animated poos and sphincter mouthed flying things–kill him. The fact that everything is cartoonish adds to this effect. It’s funny and upsetting at the same time, and I can’t think of many games that have achieved this kind of off-beat horror. It’s the kind of title that won’t necessary scare you, but might give you nightmares.


The Binding of Isaac: Rebirth is an indie game classic



Give the players inches. Like many games these days, those part of the post-Demon Souls, hard as nails renaissance, the monsters in Isaac’s basement will kill you. A lot. Puddles of slime will kill you. Flaming torches will kill you. Flies that are also bombs will kill you. The game requires practice. I’m not a particularly great gamer, so maybe the ten hours it took me to “kill mom” for the first time was an anomaly. But overall, you’re going to rack up hours finally finishing a run that in truth only requires half-an-hour of actual game time.

But The Binding of Isaac kept drawing me back because it gave me an inch on a regular basis. An inch, by the way, is not a unit of measurement used in many of the world’s societies. On the contrary, it’s an official gamic term for making enough progress to create the illusion that you are improving little-by-little, and are thus accomplishing something in life.

I’m ornery, and get easily frustrated. I’m also weighed down by the existential burden of life in general. The last thing I want to do with my free-time is experience yet another series of crushing failures through which I learn the ultimate meaningless of an indifferent universe that cares little about whether you live or die. I want something! Games like The Binding of Isaac give it to me, if only in small doses. But it’s enough to keep me playing, and to temporarily assuage the constant desire to cry myself to sleep.



The Binding of Isaac: Rebirth is an indie game classic





Secrets are addictive. There are a ton of secrets in the game–secret passages you blow in walls, secret characters to unlock, secret items that appear once certain conditions are met. Explaining too much about this would ruin the fun. So, I’m not going to. From a game design perspective, all these hidden ‘achievements’ make the game infinitely replayable. As I said earlier, after the initial difficulty, it is possible to get through a play through in less that an hour. The randomly generated dungeon design helps keep things varied, but it’s the unexpected surprises you can unlock that add something. The game doesn’t give you many hints in this regard, and you often find things by accident, at which point the game will say “x (usually a vaguely weird or horrifying descriptor) has been locked in the basement or another level).” This gets you to wonder a) what is x, and b) where the hell can I find it, and c) what is it going to do to me when I do? There’s nothing particularly original about this design element, but it’s one younger gamers and designers might not be so familiar with. Before games had save points, beating them in one sitting was a necessity, and to get your bang for your buck you needed a reason to play the game again. Secrets were these reason. They continue to be this reason. And reason is good in an indifferent world.


The Binding of Isaac: Rebirth is an indie game classic


You can make some pretty salient emotional statements without being heavy-handed, and/or allowing story to eclipse game play. The Binding of Isaac is most definitely a gamer’s game. More than anything else, it demands reflex, hand-eye coordination skills, and a good deal of patience. There might be a little strategy, but overall the game is of the old-school, learn how to play well variety. Iit still has a story, and it still deals with heavy subject matter–heavier than most heavily cinematic AAA titles.

This is about a religious fanatic wanting to kill her son because God tells her to. If you’ve read the Old Testament, you’ll know where this story comes from: The Book of: Wow! That’s Pretty Fucked-Up. The religious critique is inherent. As is the general feeling that abusing and killing children is wrong. Not that anyone but a sociopath needs this explicitly stated, but the game still makes you feel for Isaac. It’s funny, but it’s also heart-breakingly sad. Take the fact that Isaac shoots his enemies with his tears, for example. When you stop to think about it, that’s really sad, and it’s especially sad for me because, full disclosure, my two-year-old’s name is Isaac. Although, I assure you, God never told me to sacrifice him (yet), and he’s not a globular white sack.

Also, when you die, the game over screen is a crudely scrawled “will” that Isaac leaves to his cat. It details Isaac’s possessions (the items you found along the way), and a brief doodle of the ‘thing’ that killed him. Very sad. Kind of funny. Similarly, in the loading screens between levels you see that Isaac was bullied, and generally lived a kind of sucky life, which isn’t as heavy as it sounds, because the game definitely doesn’t take itself too seriously. But it made me feel things. And feeling things is good. I guess?


The Binding of Isaac: Rebirth is an indie game classic



Poo is terrifying. Seriously. There’s shit everywhere in this game, and for some reason it wants to kill you. (Oddly enough, there are few rats in this basement). But that’s beside the point. The designer definitely had some issues in the anal stage of his development, and he’s put them to good use. But the poo. Yeah.


The Binding of Isaac: Rebirth is an indie game classic



Okay, the last “point” was a non-point. But I honestly couldn’t think of anything else to write.

The Binding of Isaac is a hidden gem. And since it’s 2018 most of you probably know this. I’m always late to the party when it comes to jumping on bandwagons. But once I jump I’m usually not disappointed. Except with Stardew Valley. That game put me to sleep.

So what’s the takeaway from this? I’ll go back to the first point. Aesthetic. A lot of games are good mechanically, and from a strict design perspective. Few games are truly memorable. They’re far from a waste of time, but after the title screen fades it’s onto the next thing. A great game has a great “feel” to it AND great mechanics. You need both. The game Lisa has an amazing “feel”, but I didn’t love the gameplay.

This truth applies to any game your making. Even if your working on a traditional fantasy or sci-fi setting, you need to find a way to give it that little something extra. And if you can make it deeply disturbing then you get bonus points. With me at least. Normal people will probably just assume you belong in some kind of institution.

So…Think of a way to make even tried and tested game mechanics seem different, even if it’s not: i.e. have the gun be a little boy’s tears. It’s basically a gun, but you won’t forget it. Make this mechanics jive with the concept in a cool away (again the tears). And when somebody tells you your idea is ludicrous–as ludicrous as a top-down shooter about a child trying to kill his mother, then you know you’re on the right track.

Sanity never did an artist any good.


NOTE: Ed McMillen, the twisted genius behind The Binding of Isaac, is developing a card game (non-digital) based on Isaac’s adventures. More information can be found at Kickstarter. Yup. Check out a couple of images below:


The Binding of Isaac: Four Souls, by Ed McMillen

The Binding of Isaac: Four Souls