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Are games that aren't real now, but might be real later, acceptable as "fake games?"

A topic by Aleks Samoylov created Jan 20, 2026 Views: 253 Replies: 3
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If I get invested enough in an idea, I will have no choice but to at least try to materialize it - at the very least, I'd probably end up prototyping it and/or iterating on it at some point.

I don't yet know all that much about "fake video game" culture (is that a thing?) aside from what I've learned by watching a few Supereyepatchwolf video essays a few months ago. Is there some sort of unspoken, or even spoken, prohibition against attempting to actually make one of these games? Like, if the actual creator of Vermis decided to straight up develop and release Vermis tomorrow, would the community feel disappointment at this notion, maybe even anger? Would it be seen as a betrayal or a loss, maybe? 

I recognize why this subgenre of unfiction, and its analogues across other media, is vastly appealing - the realm of possibilities and ideas is always deeper and richer than any material outcome can possibly be. Seeing something from the outside, a cross section with endless empty spaces to fill and imagine, sets the mind racing.

It seems that my brain is just not wired to "let things go," however. It may be some particular aspect of my neurospice cocktail that drives this impulse. I don't know. Could just be art school brainwashing - after so many years of fighting to internalize "make the thing, don't just dream about making the thing," it's gotten difficult to viscerally distinguish between this, which is, from an objective and intellectual standpoint, empirically and without a doubt a type of self contained and valid thing to be made, from the process of "dreaming" or making a mock-up.

So, in the practical sense, I know I want to participate in this jam, but I also know that if I were to do so and were to make something that's even a little bit interesting to me personally, I would not be able to guarantee that I'd not try to turn that endlessly deep well of potential into a flawed, mediocre, finite lump.

Might be a moot point, maybe. I might be too broke, broken, and tired to keep the above impulse going much longer anyway, so it's possible that I will soon be in no danger of indulging in it. But it is nevertheless a question that seems to have gotten stuck in my craw. 

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I'd say its okay imo to create a game from the fake game! Someone made a text based VERMIS game a while ago that was really good and fit the feeling really well but didn't feel like it was upsetting the idea of VERMIS or the concept of a "not real" game. 

Submitted

I don't think there's a problem with materializing fake games,  You can even refer to the magazine you do in this jam as a basis for the art direction, story and everything thats not directly related to gamefeel.

Playing devils advocate,  fake games can sometimes sell tedious, boring or annoying elements as cool interesting elements that may become hurdles once you try to make them fun or interesting to the player. Example, Your magazine describes a cursed maze inside of a tower that the player has to traverse to continue their quest, and in the guide section it shows this almost impossibly big map of the maze. In those pages, that maze is interesting by its sheer size, but in practical terms, that maze is gonna be a pain to pass thru. My recommendation is to be wary of what could be fun to play and what is better to only see in paper

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That's definitely a good point. Probably not something I'll ever have to worry about, though, any more than I already have. I've never been one to shy away from "hostile" or unmarketable design choices, so long as they have a point. That's probably one of the main reasons that I'm poor and will probably die just as penniless as I've lived ... but hey, what can ya do? 

That said, "cursed maze inside a tower" is one of my favorite game genres of all time (I mean, it basically describes most grid based, and not so grid based, drpgs - though I guess sometimes it's a pit instead of a tower, or, like, some sort of weird hyperdimensional ... dimension). The bigger and more daunting the tower, the more excited I get. Though it can really depend entirely on what the developers have chosen to put into said tower - if it's just a maze, with no monsters, or puzzles, or lore, I suppose it wouldn't have much of a redeeming purpose ... Anyway, just rambling at this point. Sorry.