Sticking To The End (Or, Why I Want To Finish My Next Game)

I’ve written about the importance of sticking out a project until the end before and it’s something that I’ve been turning over in my head lately. Basically, due to a variety of reasons (finding some simple work being one of them), the free time that I have available has become limited. Obviously, this is going to affect my future developments…

I know that I mentioned in my last post how I was going to be hooking up with an artist, and that is still the plan. With the shrinkage of time, however, I’ve had a very SLIGHT amount of doubt that says that I should probably just start working with him today. After all, if we’re going to work together soon and my games / design suffer because of art, it’d be a pretty nice situation to hook up with someone like that.

I’ve had to really think about the games I’m making recently (because of responses I’ve given on my as well as on the Platform Explorer devlog). Particularly, I feel like I’ve had to justify just why I keep making games the way that I’m making them. And, I’ve come up with the following reasons why I think it’s important that, even though Platform Explorer has some glaring problems, I have to finish it:

I haven’t played a game like it in a while.
I know that there are a bunch of Mario platforming games in the world. But, there aren’t very many games that are more hardcore with an overhead map selection deal. Um… what I mean is that I generally feel that the gameplay mechanics are pretty interesting (though nothing revolutionary).

I learn more finishing an entire project than leaving it incomplete.
This may seem obvious, but it’s actually something that I wish that I had done more of. In fact, although I’ve been working on indie games for some years, it’s only in the past two years or so that I’ve really felt like I knew what I was doing. This, interesting enough, coincides with finishing and releasing games for the first time…

It will help me connect with other people better.
I think that one of the reasons why it’s been so difficult for me to find an artist or other collaborators is due to the simple fact that I don’t have a diverse portfolio to show for it. As I finish and release more and more games, however, people become more familiar with me and the work that I do. Obviously, that’s a good thing.

If I can’t see this project through to the end, then I will probably be stuck in a constant cycle of not finishing.
There are lots of people that start projects. Starting a project isn’t that hard… it’s actually a lot of fun. But, it takes a lot of hard work and conviction to be able to see the project to the end. As it turns out, the end / finished project is really what the whole thing is about. I may make a game that isn’t fun to play or is badly designed. But, as long as it’s done, bug free, and people can play it, then that still makes it better than any incomplete project.

You get the best feedback from finished projects.
If you didn’t know, I’m a huge fan of feedback! And, while it’s nice to have the Platform Explorer devlog, I think that finishing something and releasing it forces more people to look at it than would otherwise. People just genuinely seem more interested in completed projects than incomplete.

I’m sure that I could think of more if pressed, but those are the reasons I’ve been tossing over in my mind. While I suspect that this game is going to be less popular than Earth Tower Defense, I’m so in deep in the development of it that I might as well continue…

Any questions or comments are appreciated!