How to Decide What Your Game is About
Depending on the game jam, you may not have a lot of time to decide what it's going to be about. Some jams are as short as 1 day, while other jams last up to 1 or 2 months. That means you and/or your team have to have a system for brainstorming as many ideas as possible in the least amount of time. There are three things I consider whenever I brainstorm a game concept for a jam: 1. What are the additional criteria for games submitted? Every game jam is 100% guaranteed to have a theme that every submission must relate to in some way. Most jams, however, tack on additional requirements. I'll give two examples from game jams I participated in: A) In the Con Latinidad Game Jam last year submissions needed to run on Android and Windows B) In the Gamedev.js Jam 2024 submissions needed to at least run in a web browser Aside from relating the theme, your concept should feasible within the hardware/software limitations placed on your game. Your concept should (ideally) work best on the interface(s) that's required. 2. What are your teams affordances? In game design, an affordance is defined as "the perceived properties of a thing, primarily the properties that determine just how the thing can be used". Ergo, a player will assume that if they see a cane in-game, it's used for walking just by looking at it. This is what's called a perceptible affordance. But what they didn't know is that the cane they saw is concealing a sword (like every cane totally does). This is what's called a hidden affordance. You and your teammates probably assembled based on primary roles. (an artist, a programmer, a designer, a sound engineer, etc.) If somebody claims to be an artist, you're going to assume they make art. But they also compose audio, and you wouldn't know it unless you asked. With limited time and resources you often have to wear multiple hats in jams. With every hat you wear, your energy is split. Thus, your game's scope has to scale down.