TRYING TOO HARD?
Posts
author=BizarreMonkey
Hey, good to see you ol' timer.
And oh shit, we do the same thing to de-stress! Crack-shipping forever!
Bizarre ships are only level one
Just wait til you get to level two and beyond
author=unity
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.
This. If I see that I'm just nitpicking, I give myself 2-3 more "testing sweeps", and then I stop, because I realize doing more WILL inevitably compromise the game.
Also, I'm getting more confident in my work, so I'm less likely to go back and re-obsess over stuff that I KNOW is good. (I'm not likely to change anything in the intro to my current game. I don't think I could really improve it by very much at this point). It helps that I've done a contest or two, so I'm used to having to follow some kind of deadline where I need to submit.
author=SnowOwl
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.
This. This too.
I used to always keep trying to make big huge sweeping RPGs and... they... uh... never got done. >_>
This is where the contests helped me too. By necessity, I had to keep it short and sweet, and this in turn showed me that a short, but well focused RPG can often be MUCH MUCH better than a long RPG that isn't as focused, and has a lot of dead weight here and there that bogs it down. Hell, even GREAT RPGs can burn you out if they don't know when to end (looks pointedly at XenoBlade).
My current project (Mayhem Maiden) is just about the biggest scope I want to work on, and it's not all that ambitious (10 dungeons, no towns or world map or filler). Hell, my other main project, despite my best efforts to focus and limit the scope, feels so dauntingly big that it's discouraging and makes it sooo much easier to just go back and keep improving things instead of making new things, hence why the game is now on the shelf. Not to mention that people these days tend to not finish games as often, so having shorter, more well paced and focused games are more likely to keep their attention long enough for them to actually finish it.
So yeah, these two people have good advice. Tell yourself to STOP, if you know you're just nitpicking, because often, nitpicking will make things WORSE or just end up as a waste of time. And if the scope of your games gets too big, lower the scope a bit. You don't need a huge, world-spanning, 6-continent, 10 man party, Max level 99 sized game to make something awesome, and more importantly something awesome that ACTUALLY GETS COMPLETED.
author=emmychWow yeah, mine are only level one. it appears i still have much to learn.author=BizarreMonkeyBizarre ships are only level one
Hey, good to see you ol' timer.
And oh shit, we do the same thing to de-stress! Crack-shipping forever!
author=BizarreMonkeyauthor=emmychWow yeah, mine are only level one. it appears i still have much to learn.author=BizarreMonkeyBizarre ships are only level one
Hey, good to see you ol' timer.
And oh shit, we do the same thing to de-stress! Crack-shipping forever!
alternately you escape now while you still can OTL
don't dip into shipping hell, because once you do ~you will never leave~
Trying hard is not bad. What I think it's important is that you make sure there IS progress, and not concentrate on just polishing things.
If you feel stuck, take a walk around the town. It's nice to see things.
If you feel stuck, take a walk around the town. It's nice to see things.
I'll just say I started my first game 2 years ago, during that time I ended up making like 7 different games and I cancelled most of them, mainly because I always thought they were too bad or just lack of motivation to keep them up. There was a time when I just got tired of making games and stopped for some months, I felt like it wasn't worth my time (keep in mind no game is worth your headaches), but then I started again.
This has been happening to me for the past 2 years, I was never satisfied with my games and I just ended up cancelling them before showing them, I think it was a mistake, that's why I'm doing things differently now, I decided to work on a single project from now on.
I started working on a game I created like 6 months ago, my idea this time is to apply the best of each game I've created in the past, I know this project is kinda ambitious but I'm not looking for perfection this time, my only goal is to finish it no matter what. I always failed to get done with my projects, I always looked for perfection and ended up killing my motivation and never finishing the game..
I've been working on it for like 1 month so far and I guess I still have like 1 or 2 more months to at least release a demo, but I'll get there this time. So don't let your desires for perfection kill your motivation, if you care so much for it, you can make sure your game is not that bad, at least it will be above average, just look at any game released on this website, they're far from perfection, but yet a lot of people like them. Keep that in mind and just finish your game, get feedbacks and improve once you know how good or bad you did it.
This has been happening to me for the past 2 years, I was never satisfied with my games and I just ended up cancelling them before showing them, I think it was a mistake, that's why I'm doing things differently now, I decided to work on a single project from now on.
I started working on a game I created like 6 months ago, my idea this time is to apply the best of each game I've created in the past, I know this project is kinda ambitious but I'm not looking for perfection this time, my only goal is to finish it no matter what. I always failed to get done with my projects, I always looked for perfection and ended up killing my motivation and never finishing the game..
I've been working on it for like 1 month so far and I guess I still have like 1 or 2 more months to at least release a demo, but I'll get there this time. So don't let your desires for perfection kill your motivation, if you care so much for it, you can make sure your game is not that bad, at least it will be above average, just look at any game released on this website, they're far from perfection, but yet a lot of people like them. Keep that in mind and just finish your game, get feedbacks and improve once you know how good or bad you did it.
author=emmychLol don't worry I won't. After Homestuck and it's more complex kismet fish and mwah rails I've decided to be incredibly casual about shipping.
alternately you escape now while you still can OTL
don't dip into shipping hell, because once you do ~you will never leave~
As for the topic on hand, I did some thinking on what does define a good game. Ultimately it depends on who defines it.
If you made a grey and brown palette first person shooter which you can play with friends, I can assure you most COD fanboys would say 'is good'.
I myself don't consider COD a good game, not because it's bad or entirely unenjoyable, I don't like what it represents.
Driving a foreign populace to extinction via you're own populace which is far more well equipped and suited for combat doesn't exactly strike me as a moral story. I've come to call it "White Trash: The Game" because it well reflects what the white man does when not white men don't give them everything they want.
I am blespheme.
What I consider a good game?
DooM95. It's also apt for a comparison.
Your one middle aged dude on your own, fighting off the hells elite to save Earth.
You're only blessing (outside of the demons of hell being happy to leave all their super weapons just laying about) is that you can run half the speed of a ballistic rocket while weighed down by several tonnes of weaponry. But that was okay, you were fighting off demons with one hand while holding your beloved pet rabbits head in the other.
Call of Duty wants to be real life with letting you live out a deranged racism-borne power fantasy.
I say if you're going to let someone live out a power fantasy, do it in a way that's not realistic and is actually fun. Wolfenstein let you mow down bunches of nazis, but it was stupid fucking game. That's fine!
But that's what i say, I can assure you a large majority of gamers who play COD will disagree like the corporate puppets they are. Whatever, it gets me back to the question?
What makes a good game?
I think what I've found is that if i can enjoy it, other people can, so may as well make it enjoyable as possible, polish it, and release it. I am inspired by solid well played games like Ratchet and Clank, DooM95, a bunch of RPG's (Epic battle Fantasy on particular note) and others to be my bar of quality.
I don't release buggy or unpolished games if I can help it, even demonstration projects are polished to a mirror shine.

















