CAUSE OF DIMINISHED INTEREST IN GAME CREATION

Posts

Pages: first prev 123 next last
I remember my first big project in rm2k3 that was started 2005-2006.
It started as something small that grew bigger than planned. Well, for starters. it was an entirely different game to begin with. It wasn't serious, but stuff was added and it just grew bigger.
It was planned that it could be put up on some site since of all the work.

But it did feel sorta doomed considering all the unmade resources. Most work I had done was pretty much only map-related things like mapping, evening and the charsets and chipsets. No work on the battles whatsoever. I never really liked working with that kinda stuff. And all this while I had also fallen into some sort of addiction, even though I was getting tired of it. Kept working even though I knew it was doomed.

In 2008 I finally dropped it. Shortly after I started working on the next game, which would be the one that's on this very site. The old game now serves mostly as nostalgic material.

But more concerning the topic, I've have taken big breaks from the game-making. I've really needed it at times. Mostly when you get lost in big work on dungeons. But some times it can be cause I don't really know what to add as the next course of action in the game. Taking a break helps you think and gets you away from the mess in your head.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Well, it's not that I get burnt out...I just think there are so many avenues to game-making that it's hard to do so.
I mean, whenever I get tired of balancing battles I go back and work on graphics or mapping or test the game itself. Or if I've been working on graphics for ages I might go and refine some dialogue and plan a new scene or something.

That's why I like game making so much. With writing it's one avenue, on area to work on things. I was a dedicated writer before I got into game making and because I started drawing game making feels like it fits better in my tastes.

That said I suppose others can end up getting burnt out because of the fact they don't work in particular areas and only focus on one. When it comes to testing the game as a whole, one region is great (probably graphics) while the rest fall short.

Meh. *works on game*.
halibabica
RMN's Official Reviewmonger
16948
I find that 99% of my problems disappear after a good night's sleep.
I'm pretty sure it's overall lack of motivation and encouragement. Most people don't work on their games to the point of burnout.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
I've pretty much stopped trying to create RM games because I've realised that there's too much work involved and to me the cost:benefit ratio is much greater than 1.

Or maybe because I like to pretend I have better things to do. idk.
YM are you still on your 'help I'm afraid making games isn't cool' thing?

Because it's totally cool I swear.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
only slightly - I'm a bit more comfortable being geeky now that I'm in (a very geeky) uni. Hell I've got an Anime Society meeting in a couple hours.

The bigger issue is the former reason, honestly.
Gotta do what you gotta do; developing is only one aspect of the community, so don't worry about it.
Calvin : You can't just turn on creativity like a faucet. You have to be in the right mood.
Hobbes : What mood is that?
Calvin : Last-minute panic.
I put that I made a game in my job resume and the boss was like totally interested. So I guess it helped cuz I have the job now?
I've been getting burnt out on game making in RM2k3 on a regular basis for the last 6 years, but it's not an emotional train-wreck like the OP suggests. I enjoy every minute of it but I open up the editor one day and realize I'm bored with this and I go do something else. To this day I have never finished a game.

Or if something new comes up like SMBX I'll focus on that. I havn't worked in 2k3 for over 3 months because whenever I open it I feel like making a Super Mario level instead. After RMNbros2 I'm burnt out on Mario levels ^.^; I started playing Bass more(Rush songs of course) and might fall back in 2k3 soon. I kinda miss it now. During the time I wasn't working on my game I've had some good ideas and even thought of ways to improve what's already there. It's like Murphy's Law: You'll find it when you're not looking for it.

It's more like this for me
author=Radnen
- A compulsion to prove oneself
- Working harder
- Late nights
- Finish an aspect of the game but encounter 4 more problems elsewhere
- Repeat steps 1 through 4 for every problem that occurs until either the game is finished or 4 months have passed
- 4 months later... Burnout syndrome

:D
author=Ciel
best and healthiest way to create a videogame is to set aside hours from x to y o'clock each day or on specific days and work on it then reliably

I think this is absolutely the best way to do it. Having an established schedule of mental separation/connection with your project makes things go along much smoother; prevents burnout while making you appreciate the time you're setting aside for it, rather than sitting at your computer for hours on end staring at the editor waiting for an idea to shit out.
rather than sitting at your computer for hours on end staring at the editor waiting for an idea to shit out.

Some of us have RPG diarrhea though.
author=Strangeluv
I'm pretty sure it's overall lack of motivation and encouragement. Most people don't work on their games to the point of burnout.


That is what burnout is, lack of motivation and/or encouragement. It's not necessarily working as hard as you can even though it is a likely cause, rather it is that what you think you are working on has no purpose or amounts to little, even if it does (to everyone else interested).

Anyways, the proof is in all of those awesome games we want to see completed but fall victim to this. Teams really do help and those games that do make it to completion usually have some kind of team backing it. The cause for team based projects failing is not burnout but something else (mismanagement, communication, etc. are other symptoms).

As with all types of syndromes the effects can be minor or acute, most people in the game creation field will probably fall victim to minor effects while those who are more serious (all original art, music, story, code) will crash harder and are thus less likely to recover and get back on track.
Max McGee
with sorrow down past the fence
9159
I really think that it's a syndrome called life, and that's that.

Interests in various forms of creativity wax and wane, as do non-creative responsibilities and recreational time eaters. Getting interested in writing, painting, or music can effect your game design, so can getting a job, or getting sucked back into WoW. There is only so much time. Likewise, all of these relationships work the other way. Game design can take time away from your writing/art/music, can take time away from real life responsibilities like family and relationships, and can cut into your Fallout: New Vegas vegetation time. Try as you might, if you have a live, several interests, and a need to unwind ,you will never be able to maintain an X Hour Workday on game design indefinitely.

I'm pretty sure it's overall lack of motivation and encouragement. Most people don't work on their games to the point of burnout.

I have experienced both, actually. They are both very real phenomena. I think overall, the lack of encouragement has always been the biggest problem for me. Then again, in spite of that, I have also released several complete games, so I clearly also have very strong self-motivation.

Anyways, the proof is in all of those awesome games we want to see completed but fall victim to this. Teams really do help and those games that do make it to completion usually have some kind of team backing it. The cause for team based projects failing is not burnout but something else (mismanagement, communication, etc. are other symptoms).

The drawbacks of teams far outweigh their benefits. Not to be all "FU I'M RITE" but there is an awful lot of experience here. Unless you're one of the lucky 1% who can find team members or partners you can UTTERLY rely upon (like Anaryu and his WIFE or um....Karsuman and Craze) it is a really really really really bad idea to make YOUR ability to advance your game dependent on someone ELSE'S talents or contributions. 10+ years of game design experience speaking here.
author=Max McGee
The drawbacks of teams far outweigh their benefits. Not to be all "FU I'M RITE" but there is an awful lot of experience here. Unless you're one of the lucky 1% who can find team members or partners you can UTTERLY rely upon (like Anaryu and his WIFE or um....Karsuman and Craze) it is a really really really really bad idea to make YOUR ability to advance your game dependent on someone ELSE'S talents or contributions. 10+ years of game design experience speaking here.

i completely disagree with this. there are a lot of reliable, talented collaborators out there (maybe more in other places than the RM scene but they do exist).

if you find them, if they like your project and if you treat them with respect and give them the necessary room to do what you brought them on board for, it'll be the glue that holds your team together. you just have to be able to trust people to do what they say they're going to do, which is hard sometimes, especially on the internet. but if you're willing to take the considerable risks associated with teamwork over the internet, you could reap huge rewards as a team and do things that you might not be able to handle solo.

it's definitely something that you have to assess on a per-project basis though.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=undefined
author=Max McGee
The drawbacks of teams far outweigh their benefits. Not to be all "FU I'M RITE" but there is an awful lot of experience here. Unless you're one of the lucky 1% who can find team members or partners you can UTTERLY rely upon (like Anaryu and his WIFE or um....Karsuman and Craze) it is a really really really really bad idea to make YOUR ability to advance your game dependent on someone ELSE'S talents or contributions. 10+ years of game design experience speaking here.
i completely disagree with this. there are a lot of reliable, talented collaborators out there (maybe more in other places than the RM scene but they do exist).

Me and Nessy also disagree with this. Rei...? He exemplifies your points.

Don't work with Reis, work with Nessies. You should be fine!

E: The amount of people who can find reliable partners is probably far greater than you expect. The fact that you naturally alienate people probably skews your experience! It's like Nightblade trying to get a partner to work with; except, y'know, Nightblade is a cool dude.
I love the planning process and everything that goes on paper but the actual doing kinda bores me.
harmonic
It's like toothpicks against a tank
4142
Not too hard to find reliable associates. People aren't motivated by many things, but inspiration and purpose are generally the best motivators. All team members have to "buy in" to the idea. That + deadlines = finished team game.
Pages: first prev 123 next last