New account registration is temporarily disabled.

[POLL] BURNED OUT, WORKING ON MULTIPLE PROJECTS, HURTING FOR CREATIVITY, AND NEED YOUR ADVICE.

Poll

What do? - Results

Strip features to mak the gam smol.
15
83%
Recruit developers so your BFFs will help finish gam.
1
5%
Abandon gam.
0
0%
The Last Jedi is a good movie I don't care what anyone thinks.
2
11%

Posts

Pages: 1
So I've been having a problem with creativity. This has lasted me since the start of 2017. I get started on a project, things get rolling on it, I'm super motivated, and then I drop it or run out of ideas.

In fact, I wouldn't have a complete game for 2017 if it wasn't for Luiishu535 and his work for our game The World Is Destroyed And It's All Because of You.

2016 saw most of my created work. Finished several games, and 2017 was shaping up to be a productive year. And then... I dropped the bomb on everything. One of my computers had a heart attack and I lost progress on a few games (most were abandoned alteady so that's OK), and towards the end of 2017 I started working on two projects simultaneously, Super Girl Squad and Hero Hero Panic.

Now SGS and HHP are still being produced right now, but I've really hit a low point. I work three jobs and have little free time, I'm sapped out of creativity, and I'm not sure where to go from here. And it's not like I've never finished a game before. I've finished several.

What do you recommend when you're slammed and faced with burnout? I want to publish these games, but I'm completely burned out with them and find myself hopelessly searching for ideas to move forward with the projects.

What do you recommend? What are your thoughts, and how do you handle being in this situation?
halibabica
RMN's Official Reviewmonger
16948
I dunno if your friends are any more reliable, but I've almost never had any luck relying on others to pull some weight in a timely fashion. "If you want the job done right, OR AT ALL, do it yourself."

Of the vote options, cutting features is the only one you can count on to decrease the time needed. Pick the core mechanics of your game and spare the fluff.

It also helps to realize that this is a hobby and any deadlines you choose are self-imposed. You can take a break if you need to and come back when you're able. Try putting one project on the back burner so you can focus on and finish the other. Coordinating three jobs is probably a nightmare, but if you know your shifts for the week, plan some game design time in wherever it fits. And get plenty of rest!
I have varying problems with creativity due to mental illness, so I'll just try to articulate the things I've learned (or, trying to learn) to do:

Focus on what it is specifically that you're wanting to do with each game - the hook of the gameplay, the characters, the tone, the theme, etc. The point for the games to exist in the first place.

Evaluate what you've already come up with in terms of gameplay/characters/themes/inspiration, and use those as focal points for finding new ideas (or a new way of looking at an old idea).

Go back to the original sources of inspiration, and maybe there'll be something new to take away from them. You might feel more invigorated after connecting with the things that inspired you to start these games in the first place.

Get rid of extraneous features/ideas rather than scrap whole projects, if you're still invested in the overall game.

Switch to different/new projects to take the pressure of wanting to finish these two. Even if the new ideas don't materialize as games in their own right, you could come up with stuff to implement in SGS & HHP.

Depending on how painful/annoying/stressful this burnout is, you could always take a break from game development altogether rather than try to force yourself to do something that is mentally difficult to do.

Alternatively, you could do what I do and stay up entire nights obsessively researching and reading about video games and culture and writing, etc. to develop ideas (...don't do what I do XD).

Oh yeah, and browse TV Tropes. Having everything packaged into digestible explanations seems to make it a lot easier on my brain as it tries to process ideas + stress. Possibly because of the very structure of the website itself.

Hope I could help in some way!
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Take a goddam break and recharge.
It's probably like relationships. If you keep starting a new one right after leaving a bad one, you will keep repeating the cycle. Take a break from game make completely. Maybe focus on finding a better paying job, yikes, 3 jobs?

I took about 5 years off, but that might be a little excessive heh
Cap_H
DIGITAL IDENTITY CRISIS
6625
You can take a break. That will probably lead to dumping one of these project, but you won't mind at that point. It's better than forcing yourself in something. Also, you can try to focus on one thing, making multiple games at once is suicidal.

Getting a helper is not a bad idea either.

Chill with us on discord to get inspired by other's people activity.

And don't worry so much about finishing. Projects can take years.

I think that Suzy said most of it otherwise.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Cap_H
making multiple games at once is suicidal.


Eh, not always. I have two I'm switching between right now: I get tired of one, I go work on the other. (It helps that I'm making them with different moods and techniques, so they engage different bits of my brainmeats.)

But yeah, if that's not something that strikes you as "this is a refreshing break!" then you should stick to one at a time.
NeverSilent
Got any Dexreth amulets?
6299
One important thing to keep in mind is that (unless feeling this way actually motivates you) you should never see working on your projects as an obligation to anyone else. If you begin feeling guilty about "not delivering in time" or stuff like that, your creative projects will become associated with pressure and stress in your head, making it even harder to properly focus on them. Work on your games when and because you want to. And if and when you don't want to, don't.

As for getting other people to work with you: I personally know I'd benefit a lot from having someone else encourage me on a regular basis to do work on my projects - but talking about making games is time-consuming, too, and people will usually want some kind of help in return for helping you. If you decide to partner up with someone, make sure both you and your partner are actually reliable and not just in it purely for their own benefit. Otherwise, trying to work together will only cause more loss of time, plus a lot of unnecessary stress.
Pages: 1