TRYING TOO HARD?

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Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Gam Mak is fun, yes? It's fun making the maps, writing the stories, designing the battle system, etc. As time goes on and the game gets closer to completion, you realize just how much you believe in your game, and you want it to be great. So you put more thought, effort, and focus into fine-tuning the different parts. Maybe this forest map could use some more flowers? Maybe there can be a hidden item in one of these barrels over here? Maybe this cutscene should be rewritten so that it better conveys the tone it was trying to present?

And then you realize that, earlier in development, you made a lot of mistakes. Whether the mistake was from inexperience with the engine, a simple oversight, or discovered through player feedback, and you go back and fix those mistakes.

Oh wait! But the rest of the game hasn't been made yet! You need to make these last few cutscenes! But you need to keep in mind the overall themes of the game, and the last cutscene is where it all comes together! If you want your game to remain in the player's mind after they are finished with it, it can't just be a half-assed scene. You REALLY need to put some thought and effort into it! So it's back to the grindstone.

You plan out the next few cutscenes. But a certain character's dialogue just doesn't quite convey the tone you want. Sure, it's acceptable, but you don't want acceptable. You want awesome! So you go back and rewrite this character's words. But wait, that rewrite causes some problems with ANOTHER character's dialog! So you go and rework THEIRs.

You look over at the clock and gasp. It's 2:30 in the morning. You were so busy trying to make sure every part of your game is great that you spent two and a half hours just staring at your screen, getting no actual work done.

Oh well, you tell yourself. There's always tomorrow...

24 hours later, this exact same process repeats itself. Then the next day, then the next day, etc. Pretty soon a week goes by and you have nothing to show for it except a pair of sore eyeballs and a crappy mood. Neither of which help your situation.


I have basically just described the past week for me. It's so frustrating when I could have been done with my game about two days ago, but I want to make this game GREAT, so I keep tweaking, reworking, and polishing. I've spent over a year on this, and I don't want it to look like some hastily scrapped together mess. On the other hand, I want to release the game within this lifetime, and obsessing over every little detail is NOT the way to go about it. But the workload isn't getting lighter by just staring at the screen. As time goes on, making games becomes less of a fun activity and more of a chore.

Have you ever had this problem? What do you do when you realize that you're trying too hard?
unity
You're magical to me.
12540
There's a line I have to walk in regards to this. Like you said, you'll look back and see your mistakes, and you'll want perfection for your project. But there has to be a line you draw, and at some point, you have to say "good enough for now" and move on.

Your main goal should be "Finish the game." If it's done, then you can go back all you want and tweak it. You can release as many revisions as you like. An imperfect but finished game is more valuable than an excellent game that's never completed, don't you think?

And this is a hobby, and yes, you've learned a lot making this game. You can apply this knowledge to your next project, correct? Or at least wait until the game's done to look over the project again. You're going to keep improving, and your past work is generally going to look inferior. That doesn't mean you should polish it over and over and never complete anything, especially if its removing the fun that you get out of Gam Mak.

When I realize I'm obsessing on perfection, I take a deep breath, take one last look at the parts of the game that need tweaking, mess with them one last time, and then move on and work on the part of the game that will push it closer to completion. Having said that, I'm sometimes as guilty as anyone else with fixing and adding to older parts, and I break that rule sometimes. You just have to do so in moderation, especially if it's messing with your motivation.
slash
APATHY IS FOR COWARDS
4158
Perfectionism is a killer, and it goes hand-in-hand with overscoping game projects. I still do this from time to time, but I used to be way worse, and I'd spend three times longer than I need to on everything. Now I try to remember that if my game reasonably accomplishes the goal I started it for, it's a success, and all the little imperfections are just... fun :P

There's no need to try and make a perfect game. After all, once you finish one you can always start another and do better, right? :D
I found that there are two ways around this. Either one isn't a perfect solution, but I don't really think there IS a perfect solution to this problem, unless you somehow invent a machine that gives you unlimited time.

The first solution is to just accept that you earlier work is going to be somewhat inferior to your later work. You could improve the stuff that you think is really necessary, but the best thing to do is to finish the game before doing so, as has been said. Moderation is key, don't overdo it and add ten more cutscenes and a hundred new enemies during the development cycle.

The second is what I personally tend to gravitate towards, not only because it help with this problem, but also because my patience for a single project is kinda short. You can just make shorter games, which means a shorter development time, with less time to go back and improve stuff. It will also mean you are more likely to actually finish the game.

Personally I think alot of people try to make their games too long and never finish them, I mean if you think about it most modern AAA games are made by teams of dozens or hundreds of people. Why do we feel the need to emulate these games when we are just one or at most a couple of people? You can still make a quality product, just keep it shorter, yes?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Thanks for the replies! To build on my original post:

I want to make games for a living. I'd like to get hired into a game dev studio as either a writer or Creative Director. Building my portfolio with GOOD games was my top priority when I started developing Soul Sunder.

With that mentality, I probably expected too much of myself. Perhaps I went overboard in making too complex a game when I didn't have any completed games to my name. I suppose it goes back to the basic rule, "Don't do too much for your first project," That rule would CERTAINLY help prevent people from trying too hard.


You can't run until you lean to walk, right?


But yeah, you both made some good points. It's only now that I remember I made a blog about this exact same scenario.


EDIT: Oh, hi, SnowOwl. I see you beat me to the punch post. Hm...

... You're absolutely right. I've been working on Soul Sunder a LOT longer than I had originally planned. It was supposed to just be a short game, no more than 3 hours. But I kept adding. And adding. And adding. With each addition, I tried to integrate it into the game so it doesn't feel like a tacked on gimmick.

It does seem stupid that some of us think we can emulate those big budget titles. But then I look around on RMN and see titles like Enelysion and think, "Well, if SHE can do it, why not me?"

Conveniently forgetting that games that like aren't made overnight. Or even in a year. But it's too late, the project started, and so we keep going until the point where motivation bottoms out.
unity
You're magical to me.
12540
author=SnowOwl
Personally I think alot of people try to make their games too long and never finish them, I mean if you think about it most modern AAA games are made by teams of dozens or hundreds of people. Why do we feel the need to emulate these games when we are just one or at most a couple of people? You can still make a quality product, just keep it shorter, yes?

As soon as I finish the longer projects I've already started, I'm going to try to live by this mentality. I used to think RPGs needed to be long, but then I found this site and found many short RPGs that are a blast to play (not to mention great games of other genres that also keep things short but sweet), so I think this advice is very much worth it.
Marrend
Guardian of the Description Thread
21806
Excepting the use of RTP, doing everything a game needs to do can seem like such an overwhelming task at times. There are certainly times when I think to myself, "Gee, this would be so much faster/eaiser if I had some help." or "Man, can't this stupid thing just be done already?" Yet, I solder on, and get it done. Usually, anyway.

I guess you could say that it's a...

*wears shades*


...test of endurance.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
I share in your absurd near-unreachable standard for quality. And I'm still using RPG maker. I think that if you end up being happy with a project, it's quite likely others can be. So while yes, games are certainly not a thing which can be perfect, it's best if you're happy with them before you release them! That's what a tech demo is for!

author=Red_Nova
It does seem stupid that some of us think we can emulate those big budget titles. But then I look around on RMN and see titles like Enelysion and think, "Well, if SHE can do it, why not me?"
That barrier is a farcical one. If you're using game maker you're already unlimited by silly people like me who make shit in RPG Maker, while still managing to churn out professional level games. Making GOOD games is something anyone with the ideal mindset for a genre can do!

author=Red_Nova
Convenientlyforgetting that games that like aren't made overnight. Or even in a year. But it's too late, the project started, and so we keep going until the point where motivation bottoms out.
Just to further cement this example, my current WIP game Menagerie: Remastered has been in the works for almost a year, and it's release took two years. Making good games does take time, but it's worth it, I promise!

As developers, our only limits beyond the engine we use is our endurance, and our faith in our abilities.

My games Perseverance and Menagerie have both made people assume they aren't even in RPG maker because the combat is fluid or they break so many of the limitations. I really push the engine to it's limits.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
shit, accidentally doubleposted, someone delete this plz
I think we all have them moments at some point.
CashmereCat
Self-proclaimed Puzzle Snob
11638
I always love the prolific oldheads coming through and giving some super valuable advice. The likes of unity, SnowOwl and slashphoenix have a reputation for cranking out a lot of good quality content in a short period of time. I think the main thing about this would be "make compromise". I don't have experience with this (because I don't spend that much time on game-making), but my view is that the quicker you finish a project, the quicker you can go on to the next project. The more projects you get, the more prolific you are. And in the end the quality will increase. That doesn't mean not to polish your game, but just that the more you produce, you're bound to create something good out of the many.

I think I like the idea of being a prolific developer rather than creating a single magnum opus. Because then you get to give a person a diverse amount of experiences that they can choose from. Plus you don't get hung up over yourself for not releasing your one game. That's how I feel right now. Hopefully I'll release my current game soon.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If we oldheads knew how to deal with this issue, we wouldn't be oldheads on RMN. We would be hired by Bioware or something.

My personal adage for a long time was, "There are no finished games, only abandoned games." I don't know if I still think that's a good philosophy. I stopped following it as strictly, at least. I started working on new games instead of just continually improving the same game forever. But I bet at least six years passed between when I first released version 1.0 of Vindication that was a complete game, and when I released the most recent update.

Having an online game that was a "complete game" six years before I actually joined the development team probably has skewed my perspective. It's been sixteen years since it was released now, and two weeks ago we added a new weapon type with a dozen new weapons and also changed how some counterattacks work. So I'm apparently still following that philosophy more than I care to admit. Maybe I'm still following it perfectly; I just abandoned my RM2K3 game.
Hm, I'm a bit late for this...
Anyways, I think they've already stressed out that success is better than perfection so yeah.

But I see where this was going though. We all want that big shiny star by our name now, do we?
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=LockeZ
If we oldheads knew how to deal with this issue, we wouldn't be oldheads on RMN. We would be hired by Bioware or something.


I think that's not the case. Most of the actual game development industry want to hire expert programmers to do their work. Game designers are usually programmers themselves. So I doubt someone is going to look at an RPG Maker game and want to hire the developer for their company, unless that company is an RPG Maker game company themselves. I think that the hobbyist RPG Maker community has a handful of oldhead prolific peeps who know how to deal with this issue greatly.
This is why I like to be able to jump around to a lot of different activities! I'm currently in the process of editing the script to the second third of the game (and when I say "editing", I mean "I wrote the first draft of the full act two months ago and am now having to throw out most of it whOOPS") which is... well IT'S AN ORDEAL. I enjoy writing the story a lot, but it can also get exhausting staring at a word processor for 50 years, y'know?

So I switch gears and go do graphics, or think about planning out dungeons, or balance battles/futz with the database. If I'm REALLY not able to do any legit work (I sometimes get into "nothing is good enough sob sob" loops, which is not conducive to getting legit work done, ah-hahaha), I think about sidequests, silly character interactions, or doodle the characters doing silly things. It's also a great time to fill out writing memes ("what is x and y's domestic life like?", etc.), since you still get to be thinking about the characters while having no pressure to make things good, y'know?

Finally, you do find peace in accepting that you're going to be better by the time you're finished your game. You can go back and tweak a little, but at the end of the day it's NEVER going to be perfect, and that is fine.

Blow off steam by drawing crack pairings between the characters. 10/10 would recommend A+++++ strategy for de-stressing.
CashmereCat
Self-proclaimed Puzzle Snob
11638
I like emmych's advice of trying something else if the current thing isn't working for you, and just chip away at it.

I think it's good to focus on creating new content rather than polishing existing content. It makes you prolific.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=BizzareMonkey
That barrier is a farcical one. If you're using game maker you're already unlimited by silly people like me who make shit in RPG Maker, while still managing to churn out professional level games. Making GOOD games is something anyone with the ideal mindset for a genre can do!


I guess it depends on what your definition of, "good" is. I was actually talking to Marrend about this same issue.

What is good, anyway? Is it a solidly built game with only a couple of glitches and bugs, but just doesn't do anything to impress you? Or is it a game with a LOT of heart and soul poured into it, but full of plot holes, glitches, etc?


author=LockeZ
My personal adage for a long time was, "There are no finished games, only abandoned games." I don't know if I still think that's a good philosophy. I stopped following it as strictly, at least. I started working on new games instead of just continually improving the same game forever. But I bet at least six years passed between when I first released version 1.0 of Vindication that was a complete game, and when I released the most recent update.


That's an interesting idea. But if you continue to add more stuff to a game that's been out as long as Vindication (good God, man. 16 years?!), don't you run the risk of falling into a WoW problem with balancing? That has to be tough to do.


author=emmych
Everything you said.


This. So much this.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=emmych
This is why I like to be able to jump around to a lot of different activities! I'm currently in the process of editing the script to the second third of the game (and when I say "editing", I mean "I wrote the first draft of the full act two months ago and am now having to throw out most of it whOOPS") which is... well IT'S AN ORDEAL. I enjoy writing the story a lot, but it can also get exhausting staring at a word processor for 50 years, y'know?

So I switch gears and go do graphics, or think about planning out dungeons, or balance battles/futz with the database. If I'm REALLY not able to do any legit work (I sometimes get into "nothing is good enough sob sob" loops, which is not conducive to getting legit work done, ah-hahaha), I think about sidequests, silly character interactions, or doodle the characters doing silly things. It's also a great time to fill out writing memes ("what is x and y's domestic life like?", etc.), since you still get to be thinking about the characters while having no pressure to make things good, y'know?

Finally, you do find peace in accepting that you're going to be better by the time you're finished your game. You can go back and tweak a little, but at the end of the day it's NEVER going to be perfect, and that is fine.

Blow off steam by drawing crack pairings between the characters. 10/10 would recommend A+++++ strategy for de-stressing.
Hey, good to see you ol' timer.

And oh shit, we do the same thing to de-stress! Crack-shipping forever!

I guess it depends on what your definition of, "good" is. I was actually talking to Marrend about this same issue.

What is good, anyway? Is it a solidly built game with only a couple of glitches and bugs, but just doesn't do anything to impress you? Or is it a game with a LOT of heart and soul poured into it, but full of plot holes, glitches, etc?
A game you care about, that you pour love into and feel honored to have made. Good is very much subjective, but so long as a game is good at what it's setting out to do, I'll probably enjoy it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Red_Nova
That's an interesting idea. But if you continue to add more stuff to a game that's been out as long as Vindication (good God, man. 16 years?!), don't you run the risk of falling into a WoW problem with balancing? That has to be tough to do.

Just to be clear, the sixteen year game is my online RPG, not Vindication. I think continuous updates are more normal with online games. Keep people playing.

Vindication was for RM2k3, but did take nine years before I put it down. When I had been working on it for 4-5 months in RM2K, RM2K3 was released and I converted the game to that. By the final changes, VX Ace was out.

You will have to be more specific than "a WoW problem" because that game has many, many problems.
Try giving yourself a deadline. If you're trying to boost your resume, it'll be rather attractive to be able to say that you can work within time constraints...anyone can polish something to a shine outside of a deadline, provided they genuinely work on improving it. What they're going to want to see, though, is that you can make something shiny under the sort of conditions that you're going to be working in.

Of course, this means games that aren't as good as they could ever possibly be, but you'll get better at it.
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