I hate the whole “there’s never been a more
exciting time” rhetoric. Hate it. Because generally it’s a tool used by
spokespeople and media-trained executives to discuss things that, in the grand
scheme of things, aren’t actually that exciting and/or have probably been more
exciting in the past.
However, it is hard to think of a better
time to be even vaguely associated with games development.
The one thing I find myself marvelling at
everyday is this: Anyone can make a game. Anyone. No exceptions. A roofer with
no experience can develop a title that attracts hundreds of thousands of
gamers. Teams of three or four people can create experiences of triple-A
quality (or close to it) from their bedroom or garage. An established developer
who feels constrained by the studio they work for can branch out and
single-handedly rake in millions with a game about rectangles.
The barriers to entry have been torn down,
largely thanks to the leading engine creators who have released their high-end
tech – source code and all – for free. Developers have taken to the internet to
share their knowledge, to help new and aspiring games makers learn everything
they need to bring their vision to life. So not only can anyone make a game,
they’re actively encouraged to.
Which makes my job rather difficult. Not
only do I have more ambitious studios and innovative projects than ever to
cover, but it’s a massive distraction as the games I see all seem to be saying
the same thing: you could do this too, y’know?
Every event I attend, every expo floor I
browse is a veritable minefield of inspiration, triggering ideas to explode in
my mind. Every new tool that makes crucial aspects of games development that
little bit more accessible chips away at my internal Wall of Excuses. Every
conference talk provides me with hints, tips and strategies that I almost feel
obliged to try out for myself, simply because they sound so achievable.
And then there are the developers
themselves – wonderful, friendly, approachable people all enjoying
the same journey, taking that single, golden idea and trying to make it
playable. I genuinely struggle to decide what I enjoy more: catching up with
devs who I have met before and hearing the latest on their project, or meeting
brand new games makers for the first time and discovering what fresh concepts
they’re bringing to this ever-changing industry.
A decade ago, before I even worked in the
industry, these people seemed almost out of reach, as if in another world.
These were the teams that made the games taking up almost every hour of my
spare time – they were gods of creation. And even now I’m learning how
brilliantly ordinary these people are. Talented, of course, but ordinary.
They’re just like me, I’m just like them. I could be like them. No, wait,
feeling tempted again…
So you’ll forgive me if you see me with my
fingers in my ears this July!