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In all honesty, I am really lost. Should I still make games?

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Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
Quarantine hasn't gotten me yet. But, it has forced me to look at stuff that I thought I already dealt with in the past.

I'm sure that if you're one of the few people that encouraged me the last time I wasn't pretty much happy with the creations I made, then I'm thankful. Really. It was one of the driving forces why I managed to even finish my first 'actual' game in the form of 'Sa Ilalim ng Gabi'. But soon on after, just as it was released, that's where everything hits again.

For me, it hurts to know that I've given it my all on a game only for reality to remind me how fragile that imagination I had. I expected my game to pretty much blow up. I don't think you'd need to know where that went. That pretty much placed me in a mental battle as to whether I was actually doing something for a community I'm in... or I was blinded by the prospects and never knowing I subconsciously wanted to be known.

Just for that game, I pushed every limit I had. I made sure that everything was just as good as is. And it fell down the drain. Of course, I picked it up and tried to at least advertise it, even though by the cultural standards here; that would make me desperate. And I was. At least to be noticed for my efforts. And that soon made me realize that I really was doing it for the recognition.

Advertising is a thing, but desperation was another. I got lost in those thoughts and found myself a month later drowned in whatever content that would make me forget that I did make games. I tried to just will it away and maybe have the strength to make games again. Telling myself that 'I should just make games' and that 'I'd get better after taking a rest'. It's... really pathetic to think of that knowing you already saw the prelude from what you've made.

I don't even remember when I actually started. 2013? 2012? 2011? At least I still had the drive to do something. But to make a game?

In all honesty, I don't know. I'm lost. Why should I still bother? Could I still tell myself those sweet lies? Or just trudge through the pain again even if the outcome is still there?
unity
You're magical to me.
12540
I don't know if I can give you answers, but here's my take on things. It's a very selfish perspective and may not apply to anyone else, but this is how things have been for me.

I think that the drive to make games, or any creative work, is strongest when it stays independent from measured success or popularity. When you wake up and want to make things for yourself, because you want those things to exist. When there is joy in the creation. It's not always easy, in fact it can still be so frustratingly difficult. But you still feel fulfillment from making what you're making.

This may sound hypocritical coming from me, as I've been pretty successful getting my games seen here on RMN. But the truth of the matter is that I've been making games and other creative media for over 25 years.

For years, I made games that no one but close friends even saw. I didn't release them anywhere, for reasons I'm not even sure of today. Was it cowardice? Did I not think they were good enough? Or did I just not care? But I made them because I wanted them to exist.

I didn't actually start putting things online until much later, but didn't find much success in anything I did (in terms of it getting noticed) for years and years.

Now I'm on RMN, making games, which get seen and played sometimes. That's an awesome feeling, and it really does make me happy to hear from people who have played. And, I am still disappointed when I put out something that very few people actually play.

But I think all those years of not sharing my work, or working with no success, have made me the creator I am today. "No one played those games, no one read those stories, no one saw those drawings." But I did. And I grew making them.

If you really enjoy making stuff, I encourage you to keep going. It doesn't even have to be games. If there's something that brings you joy, then keep making it.

Then again, if the lack of success is bothering you too much, that's understandable, too. It's important to realize what your motivations are. Popularity and quality aren't as linked as we would like, and it hurts to pour hours and hours into something and have it be ignored.

Just don't discount something you made as useless. No matter what the rest of the world thinks of it (or doesn't think of it), it's something you made. If you're able to appreciate it, it's still made an impact, it's still made a difference.

That's my thoughts on it, anyway.
I have nothing to contribute other than to recommend watching Blue Blazes, it is a show exactly about coming to terms with creativity vs success.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Mostly it's a question of, "Is this worth it to me if I don't make it big?"

The reality is that most creative projects of any sort languish in obscurity, and the ones that most people ever hear about are astronomically lucky. (And, on the high end, are helped by people whose job it is to make sure that everyone knows a thing exists.)

If, on some level, it's still fun or rewarding for you to mak gam, even with the idea that only a few people will play, then keep it up!

If you don't think that's the case, then take a break from the hobby for a while. Maybe you'll feel the itch to get back into it. Maybe you won't and you'll decide it's just not really for you. That's also cool and good, because it means you won't be wasting time and energy on it. That's time and energy you could be putting into something you really love!

So, if you just really like making games, and you'd be OK with being stuck at double digit downloads if some of those downloads liked it a lot, then keep it up! If it doesn't feel like the work is worth the payoff, then don't do the work, and look for something else that you do really like.

Good luck!
People have always called me weird for this, but nowadays I go into a project with a "B" attitude. I'm not someone who shoots for the top: If I aim for an "A", I can never exceed my own expectations.

"A watched pot never boils" might be an apt allegory here. If you expect your game to blow up, it most likely won't, and you're setting yourself up for disappointment. Go into a project knowing that anything can happen: both the results that will disappoint, but also the results that will take you by surprise.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
I'll try to make this post as short and non boring as possible, but basically from my experience I am what I am today because I was a kid who had the common dream of "making a videogame" and that everybody would love it and my classmates would know me as the "guy who can make videogames" and i'd get all the money and all the girls.

Over time as I grew up, had a few slaps of reality, made my first games and had the epiphany that in the end nobody would ever give a shit, my interests started going towards what actually felt really rewarding for me: The resource-y side of game development.

Nowadays I'm using making games as a way of understanding how graphics and sound work in certain engines, because to be honest what's become the most attractive (and profitable) part of game development for me became the artistic side. This bizarre self defeatist declaration of preemptive gamedev failure and redirection of priorities now allows me to make the games I want to make the way I want to make them.

Ironically, more people "like" my games now than ever before even though that's not saying much considering I'm indeed within the double download digits, I want to believe this small rise in interest came because my games stopped trying to be a cry for attention and more of a simple method of expression.

I guess what I'm trying to say is, check your priorities. If there's a way to satisfy these needs with game development, whether it's by creating the games or involving yourself in one branching aspect of gamedev, like resource making, then go for it.

But if by the end of the day everything you do is unsatisfying and sucky, just get a different hobby. No point in sodomizing yourself without any of the benefits of it.
Who knows. Getting lost is good here tho. Like, that's a big realization.
I think a pause to let it settle is good before deciding. Imho it's impossible to know if something is right when you are still in the abyss of the lost.

Perhaps if you focus on why you desperately need your games to be the hit of the century, if you can clear that, it'll leave you with the other pieces of the craft. Only once that's gone may you see if there's still real joy in the hobby. Maybe there is, maybe there isn't. Even if there isn't, I am sure you can use the skill n patience on something truly serving you.

Also, it okay to have delusions at times, we all do one way or another. (honestly, kudos for talking about it). It all about what we do next.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Sgt M
People have always called me weird for this, but nowadays I go into a project with a "B" attitude. I'm not someone who shoots for the top: If I aim for an "A", I can never exceed my own expectations.


Yeah, for me it's a combo of "make it Good Enough" and "have some fun with it."

author=Mirak
No point in sodomizing yourself without any of the benefits of it.


This is funnier than it ought to be.
You should play The Beginner's Guide!!

It's very emotional and a lot of the stuff about art-making is subtext. Arguably, it's about the struggle you're having right now!

On the more practical side, game-making can fulfill a lot of needs. I like to use it as a creative outlet and a hobby. To do that, I need to make stuff that's meaningful to me. But, also, I'm only human. I want/need validation and praise as much as anybody else. Instead of relying on validation from randos on the internet, it's nice to show stuff to close family members and friends. And then upload here without any expectations. Any attention from on here is just extra!

It's a bit different with RMN since we are a community and not strangers to each other but the takeaway is that I don't rely on garnering attention from here.

My sister likes to play my games with me and it's simultaneously validating and good bonding time! I also know punky makes games for their grandma too so it can be, like, any relationship that is important to you! ^.^;
I was going to say some things, but most of it has already been said. I agree with everyone else.

But I want to empathize. Because I understand what you’re going through. Making a game can have such a big emotional investment. And the bigger the investment, the riskier it is in terms of frustration. I honestly don’t think it’s possible to put a lot of energy into making a game without caring about what other people will think. I agree we should make games we want to exist, but there is a huge social aspect in game making. A bad reception can be devastating. I feel that your negative depressive tone is completely rational (though in truth I’m not familiar with your game and it’s reception).

So, basically, yeah, it sucks big time. And the worst part of it is that there’s a huge luck factor in a game’s popularity. Some games blow up because some famous youtube played it, and they’re not even that good. Some games just don’t get a shot at the light.

My advice? Two options. One, mourn it, and eventually get over it. Life sucks sometimes, and it’s not healthy to deny it.
Two, advertise it even more until you feel like you got good feedback. But don’t aim for numbers. I feel like nice detailed feedback is always more rewarding than download count and stuff.
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