Why Your First Game Should Be Bad – And That’s a Good Thing
BlogFor many aspiring game developers, the idea of creating a “perfect” first game can feel overwhelming. It’s common to aim for a polished, market-ready experience on your very first attempt. However, embracing imperfection in your first project can be one of the most powerful steps toward growth. Understanding why a flawed initial game is not only normal but beneficial can reshape how you approach learning, creativity, and long-term success in game development.
The Psychological Barrier: Perfectionism and Fear of Failure
Why Beginners Aim for Perfection
When starting, new developers often imagine a flawless game that mirrors professional releases. This mindset is reinforced by exposure to polished games in the industry and the pressure of sharing work publicly. Expecting perfection, however, creates unrealistic standards and can stall actual progress.
The Fear Factor
Fear of failure is a powerful deterrent. Beginners may postpone starting or abandon projects because the game doesn’t match their vision. Accepting that your first game might be “bad” reframes failure as a natural and necessary part of learning.
Example: A developer spends months attempting to create a fully 3D action RPG but struggles with coding and design, ultimately abandoning the project. While it may feel like failure, the experience teaches core skills in project scope management, problem-solving, and iterative design.
Learning Through Doing: The First Game as a Workshop
Practical Skills Acquisition
Your first game is a laboratory. Coding mechanics, designing levels, and experimenting with user experience provide hands-on learning that theoretical study cannot replicate. Mistakes in your initial project reveal gaps in knowledge that are difficult to identify in a purely academic context.
Comparison: Reading tutorials or following guides can teach how to implement a jump mechanic in a 2D platformer. Actually coding a jump in your own game exposes unforeseen challenges—physics inconsistencies, collision detection issues, and frame-rate dependencies—that accelerate learning.
Iteration and Feedback Loops
Even a “bad” game generates valuable feedback. Testing with friends or online communities highlights strengths, weaknesses, and unforeseen user interactions. Iterating on these lessons teaches adaptability, a skill crucial for professional development.
Scope Management: Starting Small Matters
Avoiding Feature Creep
Beginners often overestimate their capabilities, including too many features, complex mechanics, or extensive narratives. Attempting a massive project as a first game almost guarantees an incomplete or unpolished product.
Lesson: By intentionally limiting scope—such as creating a single mechanic, one level, or a simple puzzle game—you increase the likelihood of finishing a playable prototype. Completing a project, even a simple one, teaches the discipline of following through.
The Value of Minimal Viable Games
A minimal viable game (MVG) is a project that demonstrates a core mechanic or concept without unnecessary complexity. MVGs allow developers to:
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Focus on learning essential skills
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Obtain early feedback
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Build confidence through completion
Many successful developers trace their expertise back to small, messy first projects that prioritized execution over polish.
Cultivating Creativity and Embracing Experimentation
Freedom to Fail
Creating your first game is as much about exploration as it is about achievement. The key advantage of an initial project is the absence of high stakes. Since your primary audience is yourself, you have the freedom to take risks, try unusual ideas, and push creative boundaries without worrying about external judgment. This safe environment encourages experimentation with gameplay mechanics, art styles, storytelling approaches, or technical solutions that you might otherwise avoid in professional projects.
Experimentation often leads to unexpected discoveries. For instance, attempting a unique combat system or a novel control scheme—even if it doesn’t work perfectly—can inspire innovative mechanics in future games. The willingness to fail early helps you uncover creative solutions that become part of your signature style as a developer.
Example: A developer creating a small puzzle-platformer may struggle with level design, causing initial frustration. However, this trial-and-error process might reveal a distinctive mechanic—like gravity-switching or time manipulation—that later becomes the core feature of a successful commercial game.
Learning From Mistakes
Mistakes in a first game are not setbacks—they are invaluable learning opportunities. Debugging broken systems, optimizing poorly performing code, or revising unbalanced gameplay teaches resilience and problem-solving under pressure. These early lessons build a foundation for tackling larger, more complex projects in the future.
Mistakes also improve adaptability. Facing issues such as unresponsive controls, confusing interfaces, or unforeseen software bugs forces you to experiment with alternative approaches, iterate rapidly, and find practical solutions. Each problem you solve strengthens your ability to manage larger challenges, manage time effectively, and anticipate potential pitfalls in more ambitious projects.
Moreover, early failures teach you humility and patience. Understanding that creative work rarely succeeds on the first try helps temper expectations, manage stress, and maintain motivation over long development cycles. Developers who embrace mistakes often develop a mindset of continuous improvement, seeing failure as a stepping stone rather than a roadblock.
Example: While developing a small RPG, a beginner might accidentally implement a flawed combat system. Through testing, feedback, and multiple iterations, they not only fix the issue but also gain insight into balancing mechanics, player progression, and user experience—knowledge that proves invaluable in subsequent, more sophisticated projects.
By viewing your first game as a playground for experimentation and accepting mistakes as part of the learning process, you cultivate creativity, resilience, and problem-solving skills that will shape your growth as a game developer.
Building a Portfolio and Experience
Early Demonstrations of Capability
Even if your first game isn’t market-ready, it becomes part of your portfolio. Employers, collaborators, or future partners value practical experience over theoretical knowledge. A first, imperfect project demonstrates:
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Initiative
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Commitment to learning
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Willingness to engage in iterative development
These early projects highlight your potential and readiness for more complex, professional development challenges.
Networking and Collaboration
Sharing early work encourages feedback and collaboration. Online communities like itch.io, Game Jolt, or developer forums provide constructive critiques, expanding your understanding of player experience and industry standards.
From Bad to Better: Iterative Improvement
Applying Lessons to Future Projects
Mistakes in your first game inform your second and third. You learn:
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How to scope a project realistically
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Efficient asset creation and integration
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Code organization and reusable frameworks
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Playtesting and balancing techniques
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Reducing Anxiety in Future Development
Having completed a flawed first game lowers the psychological barrier for subsequent projects. The fear of failure diminishes, replaced by practical knowledge and confidence.
Example: A developer who struggled with collision detection in their first platformer can approach a second project with reusable code and better planning, leading to smoother development.
Historical Context: Lessons from Industry Veterans
Many celebrated developers began with amateur projects:
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Notch (creator of Minecraft) built experimental games with simple mechanics before the breakout hit.
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Jonathan Blow (Braid) iterated on small puzzle prototypes to refine game logic and narrative integration.
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Team Meat (Super Meat Boy) started with short, messy prototypes before crafting the polished final product.
Their early “bad” games were crucial stepping stones, reinforcing that initial quality is less important than iterative learning.
Key Takeaways
These points will help you avoid the most common mistakes:
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First games are learning tools, not commercial products.
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Accepting imperfection reduces fear and encourages experimentation.
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Limiting scope improves completion rates and teaches discipline.
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Hands-on development accelerates skills in coding, design, and iteration.
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Early feedback, even from small projects, informs future work.
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Portfolios benefit from showing initiative, not polish.
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Mistakes in initial games provide essential insights for professional growth.
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Psychological resilience grows through iterative trial and error.
This is what truly matters.
FAQ
Should I try to make my first game perfect?
No. Prioritizing completion and learning over perfection yields better long-term results.
How small should my first game be?
Focus on a minimal viable project that demonstrates a core mechanic. One level or a single gameplay loop is sufficient.
Can I learn professional skills from a “bad” game?
Absolutely. Debugging, asset integration, and testing provide practical experience unmatched by tutorials alone.
What if I never finish my first game?
Even unfinished projects teach valuable lessons about scope, planning, and technical challenges.
How can I use my first game for networking?
Share it on forums, social platforms, or small developer communities to receive feedback and connect with other creators.
Conclusion
A first game is less about market success and more about growth, learning, and exploration. Embracing its flaws transforms fear of failure into curiosity and resilience. By starting small, experimenting boldly, and iterating on mistakes, beginner developers lay the foundation for future mastery. In the world of game development, a “bad” first game is not a setback—it is a crucial, formative step toward becoming a capable and confident creator.