Thou Shalt Not Covet
I'm always reading funky little creativity and business books, because you never know where good ideas are going to come from. On a plane back from the Dare to be Digital festival in Dundee (where there was a cool game jam, that submitted Relative and Dragon Eyes) I read the book It's Not How Good You Are, It's How Good You Want To Be that I picked up in a funky bookshop in Edinburgh that only sold books about design.
The book was written by Paul Arden, who is an advertising guy, and it had lots of good creative tips, but the one that struck me more than any other was this:
This is the best advice I'd received in a while. And it's totally true. Novice game designers always worry about sharing their ideas -- after all, what if someone runs off with your great idea, before you've even had a chance to make it? Everyone has heard stories about Zynga stealing ideas from indie developers, maybe that will happen to me, so I better not share my ideas with anyone!
Here is why I believe this is completely wrong.
1) No one has time to steal your idea. I have never met any professionals in the game industry who sit and stew and say, "If only I had a really great idea, then I could make a game." EVERYONE who has been making games for more than ten minutes has a giant bag of ideas that they WISH they had time to make. Every game designer goes to their grave with the regret that they never had time to think through all the amazing ideas they came up with over their careers. So, the last thing anyone needs to do is to steal your new, unproven idea.
2) Raph Koster makes an excellent point: Even IF someone did steal your idea, by the time they were done working on it, it would be so different as to be unrecognizable. Surely you won't be mad if someone steals your idea and then turns it into something you'd never make, right?
3) But, wait, I've heard stories of Zynga stealing ideas from indies! Are you saying that didn't happen? No, it totally happened. But think about it for a minute -- did they steal little baby unproven ideas that were sleeping in the cradle? No -- they waited until the ideas were already turned into successful games, and then said, "Hey -- we should copy that already successful game!" Zynga is not interested in stealing unproven ideas, they only seem interested in stealing proven moneymaking ideas... and there's no way you can keep those secret!
4) As an indie developer, you need the world to believe that you are capable of creating great ideas. How can they believe that if you keep all your ideas secret? More and more, indies are realizing that the best way for them to build a rep is to get their games out there, even if they just give them away for free, because once you have a following, you are much more likely to find ways to make your games profitable.
It's for these reasons that I am not shy about suggesting to anyone working on a game idea that they post it on GameSprout, even if (especially if) they are planning to take it to market. And to show I'm serious about this, Schell Games is going to start doing something new. All of our internal IP games, which used to be developed in secrecy, will be developed publicly on GameSprout from now on. We'll be doing an internal game jam (a Schell Games tradition called Jam Week) between September 9 and 13, and all the new ideas from that will go up on GameSprout, and whichever ones we choose to move forward with will be developed publicly, so everyone can see the updates in real-time. I figure, the more eyes on the games, the better! And hopefully, it will get others to follow our example.
I still believe the tenets of the GameSprout Manifesto:
1) Anyone can design a great game. 2) All of us together are better designers than any of us alone. 3) The more we all share, the smarter we all become.
So, stop coveting, and start sharing!
8/28/13 update: There must be something in the air! Daniel Solis just backed me up!: https://opensource.com/life/13/8/stealing-ideas















