invent a game

you've spent thousands of hours playing other people's games. board games, video games, card games, drinking games. you know what makes a game fun. so why haven't you made one?
the consumer trap
most people spend their entire lives consuming. watching, scrolling, playing, absorbing. and there's nothing inherently wrong with that — except that it's passive. you're always reacting to someone else's creation. never building your own.
making a game flips that script. suddenly you're the architect. you're deciding the rules, the mechanics, the win conditions. you're thinking about balance and fairness and what actually makes something engaging versus tedious.
why game design is secretly powerful
designing a game teaches you systems thinking. every rule you create has consequences. every mechanic interacts with every other mechanic. you learn that small changes cascade into massive shifts — which is exactly how life works too.
it also forces you to understand people. what motivates them? what frustrates them? what makes them come back for more? these aren't just game design questions. they're leadership questions, relationship questions, life questions.
how to start
grab a piece of paper. write down one simple mechanic — drawing cards, rolling dice, moving pieces, whatever. now build around it. what's the goal? how do players interact? what creates tension? keep it simple. the best games have elegant rules that create complex situations.
playtest it with friends. watch where they get confused or bored. iterate. the first version will be terrible. that's the point. you're learning to create, fail, and improve.
stop consuming, start creating
you don't need a game studio or a programming degree. you need a concept, some index cards, and the willingness to make something imperfect. the world has enough consumers. be a creator for once.
if this resonated, share it with someone who needs to hear it.