KEEP YOUR GOALS TO YOURSELF
Posts
I'm going to be the emperor of the moon :-) I'm sure no one else wants the job. I'll be a shoe in! Aim high :-)
Moving up and down is only a feature in Space Invaders.
Moving up and down is only a feature in Space Invaders.
There's nothing wrong with high ambition. It's just stupid when you talk more about your game's vision than actually make it.
lol
I mean, seriously, we're all amateurs here and if we start putting pressure on each other then where's the fun in that?
lol
I've been thinking about this topic title for some time. Glad someone finally made a topic for it.
The simple truth is that talking about ones goals is almost the lazyman's route to quick gratisfaction. Almost like talking about it = doing it. I'm incredibly guilty of this. My friend and few fans all but gave up on me ever finishing another book. I talk about it so much that it becomes dated and boring to me, so the next idea slides in, and I totally don't care about the last idea. I reached the goal in my story (or rpg) in my head via talking it out, so in my mind it is already finished; actually finishing is a chore.
The real problem is that I gget a ton of great ideas and fight writerr's block by telling someone my story.
The simple truth is that talking about ones goals is almost the lazyman's route to quick gratisfaction. Almost like talking about it = doing it. I'm incredibly guilty of this. My friend and few fans all but gave up on me ever finishing another book. I talk about it so much that it becomes dated and boring to me, so the next idea slides in, and I totally don't care about the last idea. I reached the goal in my story (or rpg) in my head via talking it out, so in my mind it is already finished; actually finishing is a chore.
The real problem is that I gget a ton of great ideas and fight writerr's block by telling someone my story.
Dudesoft = correct.
Like girls that vent about their cheating bf, but don't ever dump him. Like talking about it means they already did something about it.
Like girls that vent about their cheating bf, but don't ever dump him. Like talking about it means they already did something about it.
post=210606
There's nothing wrong with high ambition. It's just stupid when you talk more about your game's vision than actually make it...
Talking about how awesome a game you haven't made yet is fun!
Well, the reality of Ted's theory... well I guess it's semi-proven, is that it only works with certain ones obviously. I tell myself and others my personal goals each week and I'm motivated by myself and others to achieve these personal, weekly goals. It's all a matter if you really want to accomplish the goal or if you really want to accomplish the goal, but not put forth the effort.
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
In the online RPG I help run, we keep most of our goals to ourselves, but for a very different reason. The problem is that if you tell players that something is being planned, they expect it. And then sometimes it doesn't get finished, or sometimes the plan gets changed, or sometimes they don't like the idea and complain about it nonstop (despite not understanding what it does or why it's needed). But the one thing that's guaranteed not to happen is that they will like the idea and help motivate you to finish it.
It's far harder to disappoint people who had no expectations. And when they're not disappointed, they're not complaining. And when they're not complaining, the designers don't get fed up and quit. We've had several designers quit because players bitched non-stop about projects and changes that weren't even in play yet, and made them believe they weren't any good at game design.
It's far harder to disappoint people who had no expectations. And when they're not disappointed, they're not complaining. And when they're not complaining, the designers don't get fed up and quit. We've had several designers quit because players bitched non-stop about projects and changes that weren't even in play yet, and made them believe they weren't any good at game design.
post=210830
In the online RPG I help run, we keep most of our goals to ourselves, but for a very different reason. The problem is that if you tell players that something is being planned, they expect it. And then sometimes it doesn't get finished, or sometimes the plan gets changed, or sometimes they don't like the idea and complain about it nonstop (despite not understanding what it does or why it's needed). But the one thing that's guaranteed not to happen is that they will like the idea and help motivate you to finish it.
It's far harder to disappoint people who had no expectations. And when they're not disappointed, they're not complaining. And when they're not complaining, the designers don't get fed up and quit. We've had several designers quit because players bitched non-stop about projects and changes that weren't even in play yet, and made them believe they weren't any good at game design.
Ooh, what online RPG is this? I'll play it if interesting enough.
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
post=210836post=210830Ooh, what online RPG is this? I'll play it if interesting enough.
In the online RPG I help run, we keep most of our goals to ourselves, but for a very different reason. The problem is that if you tell players that something is being planned, they expect it. And then sometimes it doesn't get finished, or sometimes the plan gets changed, or sometimes they don't like the idea and complain about it nonstop (despite not understanding what it does or why it's needed). But the one thing that's guaranteed not to happen is that they will like the idea and help motivate you to finish it.
It's far harder to disappoint people who had no expectations. And when they're not disappointed, they're not complaining. And when they're not complaining, the designers don't get fed up and quit. We've had several designers quit because players bitched non-stop about projects and changes that weren't even in play yet, and made them believe they weren't any good at game design.
http://uossmud.sandwich.net - The Unofficial Squaresoft MUD, a text-based online game with a Final Fantasy Tactics job system and worlds based on Chrono Trigger, Secret of Mana, and Final Fantasy 5, 6, and 7. MUDs are basically like if you took an MMORPG and put it in the format of those old text adventure games. Ours is fairly popular due to the nostalgia of having incredibly accurate worlds based on classic Squaresoft RPGs, but also pretty fun on its own right.
Completely agree with this, and pretty much live by it. Or at least try to.
Hey, I'm all for misogyny and everything but...well...emphasis mine.
Women are in love with ideas more than actions. Hoobastank even wrote about it. Its not what you do, its what you say.
Hey, I'm all for misogyny and everything but...well...emphasis mine.
post=211433
Completely agree with this, and pretty much live by it. Or at least try to.
Really? You were once like the king of hype (which incited the "shampoo" incident lmao)
That was interesting, thanks for sharing. I should watch more of this stuff.
What they say back to you also affects motivation though.
I.e. I can get more motivated to do something if a friend says they look forward to it, but then I can get lose motivation if they just say it sounds a good idea/what the guy in the video is talking about.
What they say back to you also affects motivation though.
I.e. I can get more motivated to do something if a friend says they look forward to it, but then I can get lose motivation if they just say it sounds a good idea/what the guy in the video is talking about.
post=211441post=211433Really? You were once like the king of hype (which incited the "shampoo" incident lmao)
Completely agree with this, and pretty much live by it. Or at least try to.
Not in reality, not even a little bit. I stealth-released virtually every one of my projects except Iron Gaia 2, and even then the amount of 'hype' was commensurate with half the games circulating G&D at the time. Don't mistake the scapegoat as being even the most visible example of a problem. The scapegoat is just the scapegoat. If they had to go after someone, (IIRC the games that were being hyped at the time) Chaos Generations would have been a better choice and LotPS would have been a much braver one. IG2 was chosen to send that message precisely because it WASN'T all that hyped. If they'd gone after a project that was really popular/overhyped, there might have been a backlash.
I'm not saying IG2 wasn't overhyped. God it was. And I'm pretty embarrassed of some of it, in hindsight. But I was not the 'king' of anything and it was not the crown jewel. Just a totally typical example of the level of hype going on in G&D at the time.
So don't go acting like I invented hype or I did it 'the most'. I was just one person following a growing trend that was "randomly" targeted for what are essential political reasons. IG2 was the first game I really hyped. I did not know what I was doing wrong. No one explained it to me. If anyone had calmly explained it to me, I would certainly have toned it down. Instead, the topic was blown up and an enormous scandal was created. To this day I think it's fairly obvious to those who were paying attention that the mod team of GW handled that shit really, really poorly.
























