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CrashMan said:
You really need some real background to work on games.

First learn the basics of computer structure. bits/bytes, Memory, binary operations, boolean logic, the stack and heap, Hexadecimal numbers, little and big-endian file formats, things like that.

Take the visual basic book and throw it out the window.

Start with C. Learn the basics of IO/Streams, Memory management, functions, pointers, data structures, design paradigms. Create a bunch of console tools and programs.

Move to C++. Learn about OOP: classes, polymorphism, inheritance, virtual functions, etc etc.

Form there you can move on to graphics API OpenGL or DirectX.

This is the Bare Minimum you will need for PROGRAMMING a game. From there I would suggest getting Blender and learn basics of 3D modeling, get the GiMP and do some texture creation, try to find some open source sound management/creation tools, etc etc etc.

As you can see, to really make a game you need quite a bit of background computer knowledge and education

I think people might be narrowing their definition of games. Why try to scare people away from game development with buzzwords?

To start making games you need a strong desire to make games. Without that it's going to be hard. Certainly if you want to immediately make Counter Strike you need many of those skills.

But to start making games which is what the man asked for, you need almost none of those things except for maybe some GIMP/Photoshop skills.

And if you really want to start programming games (let us not confuse programming games with making them). Game Maker 7's scripting language is a very slow way to ease yourself in.

But once a person is ready to start programming games I would highly recommend Processing. It is a very easy envirnoment that uses the Java programming language. They have worlds of examples and helpful documentation on their site: http://processing.org/ .  You don't need to know any of those buzzwords to start programming.

Obviously when a person progresses and learns they will need to get more advanced. A lot of what Crashman talked about becomes applicable. But that's a long ways away from starting.