Fail Faster - A Mantra for Creative Thinkers - Extra Credits
Trki, Kody, Cheaty do
14719Wasza ocena
No one creates a perfect game, book, or project on their first try. Don't waste time trying to polish your idea: put yourself out there, create something, and learn quickly to improve upon your failures. Subscribe for new episodes on Wednesdays! http://bit.ly/SubToEC ___________ Recommended for you! Find out what you should study if you want to make games: So You Want To Be a Game Designer: http://bit.ly/RnBatD ___________ Come discuss this topic in the forums! http://bit.ly/1fJF2jN Get the outro music here! http://bit.ly/1ne8tNp
Komentarze
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I've been watching every episode up until this one and I think this video might have the most helpful piece of advice that could be applied in a lot of different places.
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I like to paint on my free time and I can relate to this.
I use spend so much time in front of a canva thinking about something to paint. I found that by just jumping in and letting the brush do the work I end up with a decent result or at least an idea that I can use for another painting.
So my dear friends... FAIL FASTER! -
I'm making a game using RPG Maker but need general ideas for a fun game system and character backstories. A little help?
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You not-failed again! Want a magical doodad of magicalness to finish the game for you? [Press (X)]
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I think concepts can be worth debate. At least in screenwriting. A good story needs a good logline, a good "high concept," and according to Blake Snyder, the best loglines have some apparent irony and clearly communicate what direction the story is headed in. The irony is to pique interest, and the direction is so that you can tell there is a story going to happen.
Concept is important. But you shouldn't spend more than 5% of your project's time thinking about it. Get the concept done fast or move on. -
tell that to blizzard
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I've seen this when it came out, but didn't think it through. Now, two years later and now working in an R&D department of an a (non-gaming) entertainment company, I can safely say that this mantra applies to everyone creating a new product.
Because so many times I see precious resources wasted on things that took way too long to fail.Things that (with hindsight) were doomed from the start, tend to cost a lot to fix.
A horrible idea that nobody dared to redline eventually turns out to be a draining hole for money (and eventually just frustrates a lot of people).
A few times in the period I worked there I've been called "better than our R&D designers" and I didn't understand why at first (I was flattered, but I didn't really get it).
But with this video, I now do. I pointed out questions I had with a design, which caused them to fail faster and rethink a design before they even built tons of beta-builds and eventually saved them both money and time. -
So is there any chance that you will allow community subtitles in this video? I really wanted to show this to a friend, but there aren't any subtitles in our language. I'd be willing to contribute but i don't see the option to do it.
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"Fail Faster" can be counter-intuitive, like many things in life
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It's easy to make Mario and Sonic sound ridiculous, but linebackers with chainsaw guns sounds like a game I'd look into.
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This can be applied to all walks of life. The sooner you get brutally honest feedback, the better off your work will be. I learned that lesson many years ago when I thought I was a good vocalist.
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LET'S GOOOOOOOOOOOOOOOOOOOOO
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Something that does the trick for me in regards to writing; The 2nd draft. I like to write about technical things and data, when I have an idea for a topic I let it sink in a little, then I write the first few pages, which are just rambling, and unspecific, and simply a way to pour my thoughts into the real world. Then 1-2 days later I, after what I wrote first could be processed by my subconscious, I go back to it, and scrap basically the whole thing, making it on point, condensed, and easy to understand on the 2nd go. Dunno, putting this first idea in whatever form into the world gives me something tangible, which makes it way easier for me to logically filter through. It's pretty much like how I am better at thinking about something when I am talking.
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I can confirm this... I worked on an RPG for fun and yet I was rewriting this RPG several times. I also consulted friends on systems and they were honest.
What I will say is that it will drive you forward to do your best because others have put time and effort into it, you will feel obliged to raise your game. -
Great Concept. It's used in forest fire control where man-made small fires in rainy seasons prevent prevent large ones. in vaccinating the immune system. God damn, mother nature does nothing else then fail fast, when she write her genius programs. Her idea of fast might differ from yours, but don't be a time-scale chauvinist. The book anti-fragile is a great read of why putting all eggs in one basket prevents us failing faster. Designing a game is like chopping heads of a hydra.
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Why do you change your voice? It gets in the way of you know, listening to you....
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mind blowing.
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I've been in japan for the last two decades, someone please edify me on the 'child in a zombie apocalypse' game please
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This is describing the term "constrictive criticism". The term "fail faster" implies you are putting stuff out there specifically meant to fail. What you describe here is, making an idea, expect it to be bad, and get other peoples opinions out of it, and try again, that's not failing, that's making something you think is bad, and seeing if other people think it's bad. If it's not bad to almost everyone you've asked, it's probably a good idea, if it's not liked very much, rethink your idea until people do think it's a good idea.