CAUSE OF DIMINISHED INTEREST IN GAME CREATION

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I have found that productivity has risen on this site (by a smidgen), due to a wild-ass general assumption. The assumption being:

If you set a deadline, you get shit done.

Some people have set deadlines for Christmas, and well, by working towards the deadline you get stuff done and the game comes together. Question is, what happens after that deadline? Some people will say 'nuff's nuff and stop while others just go back to the nomadic approach of no deadlines.

Also it is to note that most schools and some employers take breaks during Christmas time, lending more time towards personal endeavors.

I think a forced habit of meeting deadlines helps. But not an enforced habit. (Of course, loosen up the deadlines when school starts again).
For me, it;s not really a lack of encouragement or anything, it's more of me wanting to do something else. I have a general disdain for writing, and getting the story done is always a chore for me. Preferably, I'd rather work on database type stuff; I find it much more entertaining. Or I just play my New Vegas.

End result, nothing ever gets written.
Perhaps multi task eating with game making will make it better
(or something you enjoy)






RPGs have so much development time that it often feels like you're doing a whole lot of work for nothing and not gaining any praise for it. Once the initial compliments and comments from your game page start to end, so does the motivation.

That's why where ever you go, screenshot topics are so popular. People don't necessarily always want constructive criticism, they want a quick ego boost and screenshots are so easy to dish out.
On this subject I'd like to say a lot of newer persons such as myself(I have been throwing ideas around like mad with little or no avail(due in part to lack of commitment on my part)) also lack the knowledge that it isn't easy to develop a game, no matter what maker or engine you use or borrow, alone. Its easy to want to do something grand without realizing how much work is involved. That's of course why game developer's(as in the companies) have a team of designers and such.
I don't know about anyone else, but for me, Game Design was always a social activity as much as it was a creative endeavor. It sounds silly to some, but two or three years ago, there seemed to be a kind of energy that ignited the community, something that had people genuinely excited about projects that were in development, and fueled a legitimate interest in discussing game-design issues. Whether this energy has actually diminished is debatable, but I don't think I stand alone in saying that it's lessened for a lot of once-enthusiastic developers.

Since games are inherently interactive, I think feedback and discourse with the audience is especially important, even more-so than other artforms. If this discourse happens to diminish or weaken, you can expect a lot of interest to fade, too. Obviously there will always be those dedicated few who continue to work away, spending all their time quietely plugging at their projects. But I think for most people, the interest comes as much from the interactivity and community as it does from actually sitting down and developing anything. Unfortunately, I don't think you can pin it down to one or the other: productivity suffers because of the community, and the community suffers because less games are being developed.
Ciel
an aristocrat of rpgmaker culture
367
author=Little Wing Guy
RPGs have so much development time that it often feels like you're doing a whole lot of work for nothing and not gaining any praise for it. Once the initial compliments and comments from your game page start to end, so does the motivation.

That's why where ever you go, screenshot topics are so popular. People don't necessarily always want constructive criticism, they want a quick ego boost and screenshots are so easy to dish out.


this is why i strongly advocated a piecemeal release format in my 2008 article 'why rose chronicles is the perfect rpg maker project'. you get a continuous stream of praise and feedback and your audience has something to enjoy, discuss, and take inspiration from on a more regular basis. your colossal rpg video game does nobody any good when it is just 50 hours of content sitting on your hard drive B..B...BUT IT ISNT DONE YET
^

This, it's better to just release your game in segments. Create the core system, the basic functions in which you can later add upon. Then the rest is just maps and graphical works. You should already have your scenarios ready to be implemented and a story + character stuff done.
Pre-planning can do a world of good. If you're aimless, you will more often than not fall victim to loss of motivation and interest, especially if there is no plan in place. If you've set your goals, written the scenario, and completed the basic functions of your game (like Ghost said), it's far easier not to be led astray.

A lot of times, games are just thrown together in the editor without much pre-planning. This can be a recipe for disaster, depending on who you are. Some people make their game as they go. This is not an inherently flawed way of doing things, but it's not what I would recommend.

- - - - -

Pre-production
~ Scenario writing and planning
~ Work on basic mechanics and gameplay features
~ Concept art and art direction
~ Laying out the skeleton of your maps

Production
~ Implementing basic mechanics and gameplay features
~ Development of the story in-game
~ Actual mapping

Post-Production
~ Music
~ Gameplay balance
~ Quality control

- - - - -

Of course, all of this helps if you have just a rudimentary understanding of the programming and eventing. Most people just jump right in before knowing the basics, which is a big no no. This chart is something I'm doing for my own game, but it's by no means perfect. Find what works for you, and go with that. Things can change midway through the development cycle.
author=Crimson_Legionnaire
Pre-planning can do a world of good. If you're aimless, you will more often than not fall victim to loss of motivation and interest, especially if there is no plan in place. If you've set your goals, written the scenario, and completed the basic functions of your game (like Ghost said), it's far easier not to be led astray.

A lot of times, games are just thrown together in the editor without much pre-planning. This can be a recipe for disaster, depending on who you are. Some people make their game as they go. This is not an inherently flawed way of doing things, but it's not what I would recommend.

- - - - -

Pre-production
~ Scenario writing and planning
~ Work on basic mechanics and gameplay features
~ Concept art and art direction
~ Laying out the skeleton of your maps

Production
~ Implementing basic mechanics and gameplay features
~ Development of the story in-game
~ Actual mapping

Post-Production
~ Music
~ Gameplay balance
~ Quality control

- - - - -

Of course, all of this helps if you have just a rudimentary understanding of the programming and eventing. Most people just jump right in before knowing the basics, which is a big no no. This chart is something I'm doing for my own game, but it's by no means perfect. Find what works for you, and go with that. Things can change midway through the development cycle.


I agree. The game design document is very important. I have 4 large projects wirth 60,80, 240, 180 pages of design documents.

Anyway i like improvitzing. You can improvitze a lot using design documents, but also i have a few reserved projects thar are 100% getting the maker and create something...

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
Every time I try to plan a project out ahead in detail, it never gets past the planning stage. I abandon it there.

However, if I've actually started working on a project, I'm far, far less likely to abandon it. I feel like I'm more invested in it, and so I don't want to stop. It especially helps if I've done enough work to create something playable - even if it's tiny and awful so far, I'll want to keep going.

If I have ideas that I can't implement immediately but want to do later, I do usually try to jot them down. But a lot of the time, writing my plans down takes as much time as just doing them, if not more... so I just do them. 20 lines of writing and 20 lines of code aren't that different time-wise, unless you aren't sure how to write the code.
This has/is happening to me pretty bad. I am literally working on the final 3 maps in my game and I'll be done but after 2 years of work i do feel quite burnt out at this point.

Edit: Make that two maps. Thanks topic!
author=LockeZ
Every time I try to plan a project out ahead in detail, it never gets past the planning stage. I abandon it there.

However, if I've actually started working on a project, I'm far, far less likely to abandon it. I feel like I'm more invested in it, and so I don't want to stop. It especially helps if I've done enough work to create something playable - even if it's tiny and awful so far, I'll want to keep going.

If I have ideas that I can't implement immediately but want to do later, I do usually try to jot them down. But a lot of the time, writing my plans down takes as much time as just doing them, if not more... so I just do them. 20 lines of writing and 20 lines of code aren't that different time-wise, unless you aren't sure how to write the code.


Then you write the design documents truly bad or the code is too simple. For me, writing a portion of the game with all its contents maybe will cost max 1hour. Creating that with all the graphics, maps, combats, scenes, balance, design... it took a lot more. But a lot lot more.

That 1hour of design saves you a lot of trouble. Because if i plan the dungeon before doing it well, i can get any error and chague it erasing only one line, imagine redoing all the work in the map...

Also is very important to know what are you doing and where are you going. You can balance things and do it very well. If you sketch the history you can create a better history, because you can see and modify all the hitory in the same moment. If you just go straight forward cant do this, or you can do that but you eill be forced to redo things.

There's a sort of diminished interest in game making right now.
I DO want to create more games, but I'm between game engines. Moved away from rm2k3 to Game Maker wanting to start making some side scrollers. But since it's almost blank slate there, it's going slow and my enthusiasm thus ain't the greatest.
author=Ghost
^

This, it's better to just release your game in segments. Create the core system, the basic functions in which you can later add upon. Then the rest is just maps and graphical works. You should already have your scenarios ready to be implemented and a story + character stuff done.

Actually, my current project works like that but its going to be a larger scale thing with each part being capable of stand alone play but also being attached to a larger game. Although I must regret it is still in the extreme beginnings of pre production, including the ever wondering 'How the Hell am I gonna do this' phase.
I suffered with this during the making of my game to the point like it was OCD where ideas stayed in my head and I dream about what to do next. I thought to myself, "once I'm done with this, I'm retiring from game making for good, because it's just so draining." I am kind of retired now, but since I have been making games for 10 years now (only to have 1 finished), it's hard to suddenly just stop.

If I ever get back into game making, I'll be sure to take like breaks worth a few days every once in a while.
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