LACKING MOTIVATION?

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I feel like I have been lacking motivation...
I want to continue on making my game
but I don't know if many people will play it...

What do you do to motivate yourself on a project?
http://rpgmaker.net/forums/topics/16568/

A thread from a few weeks ago, it might give you some ideas on what to do.
I have a voice inside my head that constantly says, "Get something done or you're going to end up an old, dried-up sack of flesh in some nursing home with nothing to be proud of over the course of your life other than that one time you won a free duffel bag from a code under a coke bottle cap."
Delusion is a really powerful motivator. Spend more time offline and let the delusion of grandeur take over.

Spending too much time online turns people into their own oppressors.
- Go for a walk
- Play other games as a distraction; open-world ones like GTA are useful (or they are for me, anyway) because you can just kind of wander around or drive somewhere and think about your own game while your brain is preoccupied with running down pedestrians
- Switch to another project for a while
- Don't try to force yourself to care about your game making, you might just really need a break
- Maybe consider making the game more for you more than other people; it should still be presentable and playable but ultimately it is your game, what are you trying to say/do? so many people may have such a wide variety of interests that differ dramatically from yours that it is impossible to please everyone; there's no guarantee that anyone will like what you've done, but there is still the possibility that someone will.

Play other games to steal ideas from. I'm only half joking.
author=Link_2112
Play other games to steal ideas from. I'm only half joking.

I'll second that. I've been replaying the Magi Nation GBC game, since I'm working on a game where HP and MP are the same thing.And the world is heavily, heavily inspired by the setting. And the card game.

Remember, if you're honest about it and don't carbon copy an idea, it's inspiration! It's only stealing if you don't try to build off the idea.
Steal ideas from everything, don't stop at games.
author=Kiana
author=Link_2112
Play other games to steal ideas from. I'm only half joking.
I'll second that. I've been replaying the Magi Nation GBC game, since I'm working on a game where HP and MP are the same thing.And the world is heavily, heavily inspired by the setting. And the card game.

Remember, if you're honest about it and don't carbon copy an idea, it's inspiration! It's only stealing if you don't try to build off the idea.
Heh

Yeah, that's the other half to that joke :3

author=suzy_cheesedreams
Steal ideas from everything, don't stop at games.
I don't! I was walking along a shore line and saw an old discarded wooden craft thingy. It was 2 outlines of hearts connected like...this.....

I was working on my Zelda game at the time and it gave me the idea to make...these....

Each pair being a value equal to the sum of it's parts.

And then there's that island nearby that has a sandbar connecting it to the shore. But it's only visible when it's low tide. There's actually a cabin on the island. It's a girl guide camp or something. I walked that shore before and there's a hawk nest. When I got close to his nest he started circling over me and diving pretty close to me. All cool ideas for a game!
Max McGee
with sorrow down past the fence
9159
author=Zachary_Braun
Delusion is a really powerful motivator. Spend more time offline and let the delusion of grandeur take over.

Spending too much time online turns people into their own oppressors.


This seems like good advice I'm gonna try to work on this.

I LOVE the part in bold. Your own, or a quote from someone?

Have this.
Doing something motivates you more than anything.
But for other reasons, have some sort of idea or "mission" why you wanna make that game.

Not the "I WANNA MAKE AN AWESOME GAME! SO GREAT EVERYONE LOVES IT", but a little bit more specific. Do you wanna make them smile, or feel or teach them something or just have a good time.
I suppose that approach is harder for gam mak, but hey, it's still there.

And as a general piece of advice for larger projects .. set small goals. Make that one town. That one dungeon. That one scene. That way, you can cross many things off your list and can reward yourself more often.
Do you wanna make them smile, or feel or teach them something or just have a good time.
I suppose that approach is harder for gam mak, but hey, it's still there.

With my first game (cough, The New Earth). Make a silly game. I didn't really get humor, so it fell flat, and XP proved to be awkward to manage.

Oracle of Tao, I tried to make a fake epic game. As in, epic genre is supposed to be serious. This had a serious mission but the premise was absurd (random beggar girl gets divine powers, and goes on a quest, meets misfit characters and the whole superlong quest probably turns out to be her giving herself something to do).

Tales From The Reaper, I read this book.

http://www.amazon.com/Rework-Jason-Fried/dp/0307463745/

It talked about basically creating spinoffs without excessive overworking, just simple projects that take short spurts of energy. It generally seemed right. The less feature crawl I had, the less bugs I have to worry about. I'm still trying to get the battle system just so, but as far as I'm concerned the game story is done, and it's maybe four hours to play unless you grind the old fashioned way. Most of the battles seem to be puzzle style so level doesn't matter as much.
author=Max McGee
This seems like good advice I'm gonna try to work on this.

I LOVE the part in bold. Your own, or a quote from someone?

It's just normal English. I studied how the Id, Ego, and Superego work. When people interact with a group (even when the group isn't there physically), the Superego goes into overdrive, figuring out what other people want (and what they don't want), and how that factors into the Ego securing pleasure for the Id. Too much time with the group reveals more and more differences between the group and the groupee, which makes the Superego throttle the Ego more and more.

It's bad to have a big Ego, but it's even worse to have no Ego, leading to a loss of a sense of self. In this context, that means not understanding what a developer might want out of a game project.
That video was excellent. It makes alot of sense.
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