It's just like the four stages of death, but in a different order.
1) Anger. "Those ^%$#ers! I wanted to make that game."
2) Depression. "Sigh. I guess there's nothing I can do about it."
3) Acceptance. "On the bright side, at least now I get to play it and I don't have to develop it myself."
4) Denial. (Once you actually get to play it.) "Hey, this isn't the game I wanted to make at all!"
5) Realize ideas are worth nothing and it's all about the implementation.
:-)
Posted by: alexjc | May 04, 2008 at 04:37 PM
Hahaha, that made me smile :)
Sometimes, they do make the idea good, surprisingly, which can be a bit more pleasant a conclusion.
Posted by: Andrew Armstrong | May 04, 2008 at 05:57 PM
This reminds me of an essay I wrote a while back.
http://lostgarden.com/2005/08/why-you-should-share-your-game-designs.html
take care
Danc.
Posted by: Danc | May 05, 2008 at 03:28 PM
So, what game was it that prompted this realization, Jamie? ;-)
Posted by: Benjamin Hoyt | May 06, 2008 at 05:02 PM
The Boy, age 9, just wandered up behind me and read the post title.
Scowling darkly, he asked if you had sent as error report to M****soft, and wandered off again.
(He has had a thing about that particular company, relating to MechAssault and FASA.)
I can't decide whether to be proud or book therapy . . .
Posted by: Anne | May 30, 2008 at 02:00 PM