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I'm getting better at game dev and it's ruining everything

I've been working on Notes From Province for 4 years, and during that time, I've gotten much better at making Notes From Province.

Which sounds awesome. Except I've been making the game chronologically. So middle of the game is much higher quality than the start, and the end is higher quality than the middle. And you can't have the start be the worst part of the game. That's when you hook the players. So the solution is obvious. I go back and remake the beginning. But you can't have the middle be the worst part of the game, or else player's won't stick through it until the end. So the solution is obvious. I go back and remake the middle.

If anyone knows how to not get stuck in an infinite development cycle while maintaining a consistent standard of quality let me know. For now, I have three ideas.

Prefer adding rather then remaking
If we add new, better content in between the old, then the average quality rises. I'm lucky with this as the first area has noticeably fewer dungeons than the later zones, creating some gaping content holes.

Define what "good" content is
Some earlier blog posts described a list of rules for making good puzzles and encounters. With something concrete to point to, I can objectively tell if a part of the game is below standard and needs reworking. If it meets the rules, leave it.

Develop with the intention of remaking
Not sure yet if this is a good idea or a horrible one, but I'm developing the rest of the game as if it were a draft. Placeholder treasure and monsters between unfinished cutscenes. Leave out the things that were likely to be remade anyway and once the game exists in it's entirety, come back and fill them in.

Posts

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Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Oh man I seriously get you dude. Though in my case my problem is with more that I focus too much on trying to make games perfect and hence never getting them done.

Rather than remaking those parts entirely, why not just go out and fix a few things that stick out to you as jarring? I mean I'm sure the entire thing can't be bad.
the trick is to never be good at anything
unity
You're magical to me.
12540
This may sound awful, but honestly I try not to worry as much about consistent quality and just accept that these things happen, and make the game. To me a complete yet imperfect game that exists for people to play is a million times better than a perfect work in progress that infinitely gets remade.

As for the beginning being of lesser quality, you can certainly go back and polish up the beginning once the game is complete. But I always strive for completion first and foremost.

Make a game, polish the game, learn from it, and move on. That's how I operate. It certainly may not work for everyone but I find it keeps me a lot more productive. Never make the perfect the enemy of the good.
author=Frogge
Rather than remaking those parts entirely, why not just go out and fix a few things that stick out to you as jarring? I mean I'm sure the entire thing can't be bad.


Yeah, I'm doing my best to pick parts that stick out. It's been helpful writing down what I want to get out of storytelling, and puzzles, and battles, and world building. Then combing through the game and finding the parts that miss the mark. Like I feel dumb for not defining this at the start.

author=unity
This may sound awful, but honestly I try not to worry as much about consistent quality and just accept that these things happen, and make the game. To me a complete yet imperfect game that exists for people to play is a million times better than a perfect work in progress that infinitely gets remade.


I like this. Complete and imperfect sounds like something I can pull off ;)

My goal with the rest of this game is make it and polish once.

author=kentona
the trick is to never be good at anything


I'll make sure to practice this going forward :)
I think that's fairly normal, commercial projects go through a lot of iterations as well. I know with my project by the time I got to the end I'd gotten more familiar with mapping (I was a little rusty) and my second town looked a lot tighter than the first one. I ended up going back and changing a few details, but overall not much. It's one of those things I figured that I'm more likely to notice than the player anyway. You're always more critical of your own work than others.
Decky
I'm a dog pirate
19645
yep, welcome to the rabbit hole a lot of people fall down and never climb out of...it's one of the reasons a lot of skilled devs never complete a proper jrpg and help out teams instead

finishing, working within limits, and mastering restraint are all marketable skills
I too have had this issue, we are all part of the zeitgeist!

My advice is to go back and fix the first bit. Maybe the first hour or so? After that, don't worry about it unless it's really obviously terrible.

EVERYONE sees the first bit first, right? So that should be good. By an hour or two in, they're invested. That's when you hit 'em with the Sudden Cliff of Quality. So long as they don't spent too much time floundering in your past mistakes, you'll be fine.
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