Heya everyone, I've got a question.
I've been working with RPG Maker for; I don't know, 4 years now (on and off) and I haven't completed one of my projects (ever). I know it's quite common, but I was wondering; after years of failure to keep interest in my own project, is it because I'm trying to make a big rpg as my first?
Is it better to start with something smaller pherhaps, maybe a 2 - 3 hour rpg; to gain knowledge and confidence in your own skills?
What do you guys think? I'm already planning a much smaller rpg for my first release now and I like it, it's easier to handle, less to do. Is this the solution?
First RPG: what should it be?
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This about sums up my experience as well.Heya everyone, I've got a question.
I've been working with RPG Maker for; I don't know, 4 years now (on and off) and I haven't completed one of my projects (ever). I know it's quite common, but I was wondering; after years of failure to keep interest in my own project, is it because I'm trying to make a big rpg as my first?
Is it better to start with something smaller pherhaps, maybe a 2 - 3 hour rpg; to gain knowledge and confidence in your own skills?
What do you guys think? I'm already planning a much smaller rpg for my first release now and I like it, it's easier to handle, less to do. Is this the solution?
http://www.rpgmakervxace.net/topic/3474-about-first-projects/
Aimed at newcomers but reading this has resparked my flame. So yeah, a mini-RPG sounds like a great plan. Good luck to you my friend. -
A smaller RPG for your first game is probably a good idea. I tried making a big one for my first and, while I managed to finish it, it was a bit... lacking. A smaller, more self-contained project is a much better plan.
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It's easier to complete a RPG that you like playing. ;)
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Unless you need to playtest it a hundred times in an hour B)It's easier to complete a RPG that you like playing. ;)
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Like me, then I start hating the project and dump it.Unless you need to playtest it a hundred times in an hour B)
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This is why the more you hold it dear in your heart, the easier it will be to complete. ;)
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Well I'm in a similar boat to this. I had another project that was big that was my first and mostly it's demise was trying to customize too much and that I had completely written out the story. This time around to keep me focused on not losing interest I'm trying to make everything sorta at the same time instead of leaving all the boring stuff last and having all the fun stuff finished. If you do it at the same time it's not so horrible. Plus I find when I finish a story the game becomes "finished" to me and I lose interest and want to write something else. So for me it's not having the story done and only having a rough idea while I make a game. That one thing may be something else for you, but that's how it is for me.
Personally I lose interest way faster on a small project rather than a big one. I can't focus on the small scale because my writing is almost never small scale. Its just not interesting to me, but I guess for others its different. You have to do what you like to do and just have fun. It can be a bit of a chore sometimes and I think that's where people don't want to do it anymore. Sometimes taking a break is best. Just stick to it, no matter how long it takes. -
Indeed people are different with different ways to approach game design. I'm actually a bit like you; in the sense that I don't know how to write a small scale story, but I like to make things detailed. Hence it's much easier to make detailed gameplay/maps/story on a smaller scale project. That's why I wanted to try this approach, let's hope I succeed. and good luck to everyone!
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Yeah... my first Project was waaaay to big as far as scope. I ended up getting 20 maps deep, with 100+ events (not including teleport, chests etc) before I fizzled out. I was using 10-15 switches that could've just been self-switches. I didn't know about commands in text (v[0001] etc.) so I had typed much more than necessary.
Start small. Work within your limitations, and learn as you go. Or else you'll be like me and realize that you just spent 5x longer than necessary to make your game. I spent about 20 hours on my first game... which was maybe 5% complete). Going back now... I could get the same results in about 2-4 hours.
Beyond that... there is a certain charm to working on a smaller title. By restricting your scope, you can end up be more creative than if you are working on a massive game. It's like giving an songwriter a guitar, as opposed to giving him/her a guitar, keyboard, synths, drum machines etc. Options can overwhelm you, and stunt growth as opposed to encourage it. Some of the most beautiful things are born of simplicity.
Right now, I've shifted focus from my main project (Wanderer's Studies) to a simpler and shorter title (Fun and Games)... simply because the scope of Wanderer's Studies quickly exhausts me.
Edit: I think I may try and break down Wanderer's Studies into "chapters" or sections. Not for release, but for developement. If I define, down to the tee, what I'm doing at any given time... I feel that I'll be much more productive.