Always Set a Deadline For Your Games
When my contract job wrapped up I started to work on a new game in Unreal Engine. After some play tests and 5 months of development I gave up. Despite making games for four years by that point I STILL made such an obvious rookie mistake: I gave myself an 𝐢𝐧𝐟𝐢𝐧𝐢𝐭𝐞 𝐚𝐦𝐨𝐮𝐧𝐭 𝐨𝐟 𝐭𝐢𝐦𝐞 and an 𝐢𝐧𝐟𝐢𝐧𝐢𝐭𝐞 𝐚𝐦𝐨𝐮𝐧𝐭 𝐨𝐟 𝐬𝐜𝐨𝐩𝐞. // Why is it that in University we're able to finish the game projects we get assigned as homework? We may not like what we created, but we 𝑐𝑟𝑒𝑎𝑡𝑒𝑑 something. We may wait until the last minute to submit, but we 𝑠𝑢𝑏𝑚𝑖𝑡𝑡𝑒𝑑 something. Was it the pressure our professors put on us? Was it the weight of the money we spent on tuition? Perhaps. But let's entertain an alternative: We completed these game projects easier because the ideas we had were 𝒇𝒆𝒂𝒔𝒊𝒃𝒍𝒆. // What makes a game idea feasible? As I mentioned earlier there's two things: 𝐭𝐢𝐦𝐞 and 𝐬𝐜𝐨𝐩𝐞. The two check & balance one another but You really want to define time, and I'll explain why. // Scope is declared within the bounds of time. If You have a time limit of 7 days to work on a game, you have to narrow the scope down to something that is feasible in 7 days. Otherwise, your game gets 𝐝𝐞𝐥𝐚𝐲𝐞𝐝. Worse, your game 𝐧𝐞𝐯𝐞𝐫 𝐠𝐞𝐭𝐬 𝐟𝐢𝐧𝐢𝐬𝐡𝐞𝐝. Scope is also more difficult to quantify. If You often reflect upon your skills and have a good estimation of how much content You can develop over time, then perhaps You can quantify your scope. But that logic gets messy once You begin creating games with small teams, because to quantify the scope you'd now need to calculate how much each of your team members are capable of developing over time. // Time is the better choice to define, because no matter the team size everyone has to narrow their scope of the game to fit time. In all things time also creates a sense of urgency; a now or never situation. How many times have you shopped online and been ambushed by a One-Time-Offer urging you to 'act quickly' before this deal expires? Lastly, time encourages us to put the brush down and make us decide that our work is 𝑓𝑖𝑛𝑖𝑠ℎ𝑒𝑑. We can work on a game for as long as we want, but it will never be a finished game until 𝑤𝑒 𝑑𝑒𝑐𝑖𝑑𝑒 𝑡ℎ𝑎𝑡 𝑖𝑡 𝑖𝑠.