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3 Costly Mistakes to Avoid When Making Your First Video Game 

July 21, 2025
3 Costly Mistakes to Avoid When Making Your First Video Game

Creating your first video game is equal parts exciting and overwhelming. Many developers have managed to get lucky right off the bat and broken into this lucrative industry. It should be no surprise to hear this. Gaming is indeed lucrative, and according to Grand View Research, it was worth almost $300 billion in 2024. By 2030, we expect to see it double in valuation to $600 billion. 

That said, turning a vision into something people actually want to play (and enjoy) is a whole different game. The worst part? You can make expensive mistakes before you even realize it. Today, let’s get into the mindset, ethics, and design oversights that often trip up new developers. 

#1. Building Without Really Knowing Your Player

Too many first-time devs skip this step: Who is this game actually for? Not in a “gamers aged 18–34” kind of way;  we’re talking psychographics. What do your players enjoy? What frustrates them? What’s their attention span like? Without that knowledge, your game risks becoming a passion project with no audience.

A 2024 arXiv interview survey with 10 indie developers highlights that continuous playtesting and iteration are vital. This remains true even with limited resources and data, to validate your game’s core mechanics and audience fit.

The result? Low downloads, bad retention, and frustrated reviews. Even a beautifully built game will flop if it doesn’t feel relevant to the people playing it.

Market research doesn’t mean big budgets. Playtest early. Use Reddit, Discord, and Steam forums to gather reactions. Watch how people play, not just what they say. Track where they get stuck or lose interest.

Also, understand what not to build. If your target players hate crafting systems, maybe don’t include one just because it’s popular elsewhere.

Think of it this way: you don’t want to be building the game just for yourself. You’re building it for people who don’t care about your vision until it aligns with their fun. It sounds harsh, but that’s the reality of things.

#2. Pushing Too Hard on Player Retention

Let’s be real. Every game dev wants players to stick around. But using manipulative mechanics to make that happen is a growing liability. And yes, some of those lawsuits you’ve heard about are very real.

Between November 2023 and April 2024, at least seven federal lawsuits were filed in states like Illinois, Arkansas, Georgia, and Missouri, alleging that companies intentionally designed games to foster addiction through specific mechanics like reward loops and microtransactions.

Major firms are facing legal action over games that allegedly exploit addictive behaviors, especially among teens. The last thing you want is to get tangled up in a video game addiction lawsuit.

As TruLaw notes, it’s not just loot box systems, but also pay-to-win mechanics, social pressure monetization, and battle pass tiers that are predatory. You might think, “I’m just an indie dev, no one’s coming after me.” But this isn’t just about lawsuits. Do you really want long-term brand damage before you’ve even built it? 

Instead, build mechanics that respect player time. Let them walk away and come back refreshed. Use transparency in your monetization. If there’s randomness, make the odds known. In other words, try to reward smart play, not compulsive behavior.

#3. Confusing Ambition With Scope (The ‘Skyrim Syndrome’)

One of the fastest ways to kill your dream game is to imagine it needs to be an epic saga worthy of a Game of the Year award right out of the gate. First-time developers often get caught up in the fantasy: 12 unique characters, an open world the size of a continent, complex crafting, branching quests, the works. But you’re not Bethesda. You’re (probably) one person with a laptop and a vision.

Even small to medium-sized studios that forget this fact pay a heavy price. As The Guardian points out, over 30 video game studios worldwide have shut down since 2023. These often come with layoffs in the thousands. 

Don’t make the same mistakes. Start small. Laser-focused on your idea. Pick one mechanic that’s fun and build around that. If a player isn’t having a good time in the first 10 minutes, no amount of lore or expansions will save the experience.

Try using the 2–3 Rule: 2 core mechanics, 3 environments or levels max. This not only keeps the workload manageable, but it also forces you to refine and polish instead of constantly adding and diluting. A vertical slice that’s fun, tight, and replayable beats a buggy sprawl every time.

Remember, you can always expand later. But you won’t get that chance if you never finish the game. 

Frequently Asked Questions

1. How do you become a video game developer?

Start by learning the basics. Pick a game engine like Unity or Unreal, and build small projects. Online tutorials and game jams help a lot. You don’t need a degree, but you do need persistence, creativity, and the guts to finish something.

2. What are the ethics of game design?

Game design ethics means respecting your players. Don’t trick them into compulsive behavior, hide monetization traps, or exploit addiction mechanics. It’s about designing experiences that are fun and fair, not ones that squeeze wallets or attention spans just because you can.

3. What are the three C’s of game design?

The three C’s are Character, Camera, and Controls. Basically: how your player moves, how they’re seen on screen, and how it all feels to interact with. Nail these early; they shape the entire experience and can make or break gameplay in seconds.

At the end of the day, your first game is truly a weird thing. It’s part product, part learning curve, part personal test. If you build it right, it might not make you rich, but it will make you better. And that’s a far more reliable outcome.  

Remember, you don’t need to outdo AAA studios. You need to finish. You need to release something you’re not embarrassed by. So, avoid burying yourself in mechanics, lawsuits, or features nobody asked for. That’s the win. Everything else can come later.

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