WHAT CAUSES US TO STOP MAKING OUR PROJECTS?
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So, how many people here has tried there damnest to make a game? But just utterly lost inspiration or ran into a brick wall with something that you can't seem to figure out? Well that has been me so many times I can't even count that high. (By the way I can count to 10 I'm such a big kid!) Anyway, jokes aside. I have started multiple projects in multiple different engines, such as SMBX, and RPG maker 2000 all the way to mv. While I know how to make a game, and know these engines decently well (Except MV I'm still tinkering with that one a little) I just can't find the inspiration or desire to finish a game, maybe its just sloppy planning or something else. Oh well time for a discussion!
(Also if this is already a topic on here sorry....yeah I have nothing)
(Also if this is already a topic on here sorry....yeah I have nothing)
Also one thing I forgot to mention, I love planning the stories and characters but can't find a way to make it in the game! I'v wanted to make an Earthbound inspired rpg at one point called "RED BOUND" Yeah stupid title, I had designed all the characters and most of the monsters myself until I had to close it down due to not finding an engine that would be best for it, and two not being able to make sprites. That was the main reason that game never got done.....
Ideas are easy to come by. The difficult part is the execution. So don't be surprised if you get stuck a few times. Just be prepared to overcome those obstacles the best way you can :)
What causes me to stop/take a break from making my projects is mainly lack of motivation, of course. But what causes that lack of motivation is that it requires a lot of work before starting seeing tangible results in your game. Laziness too ;$
What causes me to stop/take a break from making my projects is mainly lack of motivation, of course. But what causes that lack of motivation is that it requires a lot of work before starting seeing tangible results in your game. Laziness too ;$
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
I dunno! I've never quit a project that I was more than 2% done with.
Making a game is a serious commitment. You should expect to spend a few thousand hours of work to make a bad game, and many times that much to make a good one. Maybe your problem is just that you lack inspiration or planning, like you said. Maybe you keep changing your mind about what you want to do. But if it's happened so many times, another possibility is that you start projects you don't plan on finishing. Maybe you simply don't actually want to make a game. You just think you do, because you like games, and you like being in control, and maybe you even want to have made a game, but the actual process of building the game might not appeal to you as much as you once thought.
My situation's pretty different from yours. I've put a total of three of my games on long-term hiatus after simply losing motivation - but in two of those three cases, I actually came back and finished the project years later. I have confidence I'll finish the last one as well, some day.
The reason I lost motivation varied. In one case, I got to the point where I was satisfied with the gameplay, it was fun, but visually it was horrible. That wasn't something I personally cared about, but it kept the game from being releasable, so I called it quits (until an RMN event a decade later called Revive the Dead). In the other two cases, the projects became so big and important in my mind that I became sort of paralyzed. I avoided working on them because I felt like the amount of effort it would take to make the games meet my own standards was more than I was willing to put forth. "I'll feel up to it another day, I'd rather do something easier today," I told myself. And again the next day. And I started and finished multiple easier projects, and years went by.
Making a game is a serious commitment. You should expect to spend a few thousand hours of work to make a bad game, and many times that much to make a good one. Maybe your problem is just that you lack inspiration or planning, like you said. Maybe you keep changing your mind about what you want to do. But if it's happened so many times, another possibility is that you start projects you don't plan on finishing. Maybe you simply don't actually want to make a game. You just think you do, because you like games, and you like being in control, and maybe you even want to have made a game, but the actual process of building the game might not appeal to you as much as you once thought.
My situation's pretty different from yours. I've put a total of three of my games on long-term hiatus after simply losing motivation - but in two of those three cases, I actually came back and finished the project years later. I have confidence I'll finish the last one as well, some day.
The reason I lost motivation varied. In one case, I got to the point where I was satisfied with the gameplay, it was fun, but visually it was horrible. That wasn't something I personally cared about, but it kept the game from being releasable, so I called it quits (until an RMN event a decade later called Revive the Dead). In the other two cases, the projects became so big and important in my mind that I became sort of paralyzed. I avoided working on them because I felt like the amount of effort it would take to make the games meet my own standards was more than I was willing to put forth. "I'll feel up to it another day, I'd rather do something easier today," I told myself. And again the next day. And I started and finished multiple easier projects, and years went by.
- Hitting a roadblock you can't figure out, so you end up just not working on the project in place of doing something more interesting.
- Not liking the way the project is turning out and deciding to just quit.
- Forgetting it exists.
All of those have happened to me at least once.
I love programming. I like brainstorming and coming up with worlds, characters, etc.
What I don't like quite as much is creating assets, such as graphics. I am somewhat able to, but it feels more like a choir.
I can get by if it's placeholder-heavy, but it gets harder the further I development and nothing looks real.
The fan games I've worked on so far have been easier to get somewhere with since I mostly use and tweak existing resources. Some of these games I actually finish.
Demakes are fun to start working on, but as time goes you realize you're not building anything new and then the interest plummets.
What I don't like quite as much is creating assets, such as graphics. I am somewhat able to, but it feels more like a choir.
I can get by if it's placeholder-heavy, but it gets harder the further I development and nothing looks real.
The fan games I've worked on so far have been easier to get somewhere with since I mostly use and tweak existing resources. Some of these games I actually finish.
Demakes are fun to start working on, but as time goes you realize you're not building anything new and then the interest plummets.
I sometimes put games on hiatus because of a road-block of some kind. How long it takes me to overcome the road-blocks highly depend on what else is going on in my life, or sheer procrastination.
For example: Back in 2013, Konae's Detective Agency (Now Konae's Investigations) had an event-based download that was submitted in 2013. I did a few incremental updates based after that, but, at some point, just wanted to put it down for good. I was talked out of it, and took about nine months to churn out something playable again.
For example: Back in 2013, Konae's Detective Agency (Now Konae's Investigations) had an event-based download that was submitted in 2013. I did a few incremental updates based after that, but, at some point, just wanted to put it down for good. I was talked out of it, and took about nine months to churn out something playable again.
a lack of determination
but really, i drop projects if i realize it's not gonna be what i expected or if i'm not enjoying it. i'd rather finish something i'm passionate about than force myself to spend my limited free time on something shit.
but really, i drop projects if i realize it's not gonna be what i expected or if i'm not enjoying it. i'd rather finish something i'm passionate about than force myself to spend my limited free time on something shit.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Burnout (for temporary hiatus)
Realization that I wasn't adequately prepared for the game's needs
Realization that the idea was completely stupid
Dramatically greater interest in doing a different game
Realization that I wasn't adequately prepared for the game's needs
Realization that the idea was completely stupid
Dramatically greater interest in doing a different game
Chronic indecisiveness. I've started and stopped probably over two dozen different projects over the last few years. Hell, maybe even three dozen or more at this point...
That, and the fact that I'm shit at designing anything other than a human being's general appearance. With costumes, armors, monsters, mechanical things, etc etc I often just have no idea what I'm even trying to do.
That, and the fact that I'm shit at designing anything other than a human being's general appearance. With costumes, armors, monsters, mechanical things, etc etc I often just have no idea what I'm even trying to do.
I am one of the rare chosen few that actually FINISHED some games back in the day, so I can answer this:
* The lure of starting over with a shiny new project using everything you've learned and avoiding all of the mistakes you've found out about and maybe a shiny new engine too.
* General despair.
* The overwhelming feeling that even if you do finish no one will care and you won't be able to market the game for shit and no one will play it so what does it matter because the graphics aren't pretty or you aren't popular or whatever or if they do play it they'll just savage it critically even though you thought it was really good or you wouldn't have released it, and the only reward you receive for your hard work laboring to build something will be emotional pain.
* Lack of financial compensation or adequate free time.
I've bolded the two that have been major factors for me over the years, but all four have applied.
* The lure of starting over with a shiny new project using everything you've learned and avoiding all of the mistakes you've found out about and maybe a shiny new engine too.
* General despair.
* The overwhelming feeling that even if you do finish no one will care and you won't be able to market the game for shit and no one will play it so what does it matter because the graphics aren't pretty or you aren't popular or whatever or if they do play it they'll just savage it critically even though you thought it was really good or you wouldn't have released it, and the only reward you receive for your hard work laboring to build something will be emotional pain.
* Lack of financial compensation or adequate free time.
I've bolded the two that have been major factors for me over the years, but all four have applied.
I share a lot of the above reasons though one unique reason was me thinking the engine I was using was outdated that by the time I've finished it'd be too late for anyone to really care about a sprite game on rm2k3. Keep in mind I was thinking this as far back as 2010 and yet rm2k3 recently got localized and Ara Fell is actually being released on steam.
But above all else I think ideas themselves never get outdated no matter what they're rendered in. My current project is using RMVXA with MV already out but I'm not bothered by the above thinking anymore.
I'm also a person who doesn't like to release demos, it's either a full game you can beat from start to finish or none at all. The only thing that gets me to complete shit are game jams, and even then I flake out on a lot of online ones.
But above all else I think ideas themselves never get outdated no matter what they're rendered in. My current project is using RMVXA with MV already out but I'm not bothered by the above thinking anymore.
I'm also a person who doesn't like to release demos, it's either a full game you can beat from start to finish or none at all. The only thing that gets me to complete shit are game jams, and even then I flake out on a lot of online ones.
author=Max McGeeIn my case is something like this.
* The overwhelming feeling that even if you do finish no one will care and you won't be able to market the game for shit and no one will play it so what does it matter because the graphics aren't pretty or you aren't popular or whatever or if they do play it they'll just savage it critically even though you thought it was really good or you wouldn't have released it, and the only reward you receive for your hard work laboring to build something will be emotional pain.
I'm kinda sensitive when it comes to the opinion others have on my work. When that opinion doesn't turn out to be positive at all i lose all motivation i have to finish my projects.
Which is why recently i no longer even talk about potential projects i may have. I just keep quiet and work on them silently until they're done.
I have on a couple of occasions wanted to make a game that had parallax mapping. The block for me is my mapping skills with Gimp aren't good enough to warrant doing this (ie. over tile mapping.) I mean I can make some pretty decent maps with tile mapping. To warrant the time for parallax mapping I need to do much much better.
Usually the reason comes down to my skill level. I want to do something but it's not in my skill set.
author=Max McGee
* The overwhelming feeling that even if you do finish no one will care and you won't be able to market the game for shit and no one will play it so what does it matter because the graphics aren't pretty or you aren't popular or whatever or if they do play it they'll just savage it critically even though you thought it was really good or you wouldn't have released it, and the only reward you receive for your hard work laboring to build something will be emotional pain.
It's actually the impostor syndrome in effect. People feel like they're fraud and they continue to trash good projects in return. We could say that a lot of people, especially the famous ones, have a feeling like this.
Laziness and/or life in general. Gam mak, especially the hobbyist gam mak, don't give you a lot of bang for the amount of work you put in.
Put in hundreds of hours of work, finish 1/10 of your game.
Put in hundreds of hours of work, get one half-positive comment.
Put in hundreds of hours of work, you hate all of it.
Put in hundreds of hours of work, finish 1/10 of your game.
Put in hundreds of hours of work, get one half-positive comment.
Put in hundreds of hours of work, you hate all of it.
I feel like I suffer from imposter syndrome. I find myself hating my earlier works despite it being well-received, and always wonder why people kick up a fuss about my maps when its one of the easiest things/skills to master in RPGMaker. But I'm my own worse critic as well, so take that with a grain of salt. Of course, this creates a vicious cycle where I find myself redoing works over and over again, or I find myself resenting the more popular works on this site.
So I'm just keeping my head down and quietly work on my games. I feel it is better that way for me to just concentrate on the task at hand, rather than checking RMN every few hours to see if you got a notice or two for your game...
So I'm just keeping my head down and quietly work on my games. I feel it is better that way for me to just concentrate on the task at hand, rather than checking RMN every few hours to see if you got a notice or two for your game...

























