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Ideas, Mechanics, Inspiration, and Passion

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Toa Lewa
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Hey everyone. I don't know what causes it, but sometimes I will suddenly get inspired and start working on a new game idea. Mind you, I will typically have other projects that I am working on, but I can't put this new idea down. I get most of my ideas written down and get a rough draft of a game. However, I eventually lose my "passion" for the game and move onto a new idea. This has happened multiple times over the years, and now I have a large annoying collection of incomplete ideas. I only have one game that I would consider complete (it still needs to be play tested). I want to complete the other games, but I have lost my passion for the idea.

Does anyone have any solution for regaining lost passion for a game idea?

Toa Lewa
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BTW, has anyone else

BTW, has anyone else experienced a similar lack of passion like this?

anonymousmagic
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This is quite a common thing.

This is quite a common thing. Lots of beginning writers suffer from the same affliction. They're incredibly enthusiastic about a story and characters when they're in the beginning phase where they get to create and make things up, but when it comes to the nitty-gritty putting words on paper, they lose interest and start a new project where they can start the brainstorming new ideas all over again.

My advice is to enter a couple of contests. If the deadline is soon enough, you don't have time to fall out of love with your game. I'd recommend the GDS challenge at BGDF.com

Corsaire
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Yep, know all about that.

Yep, know all about that. Novels, screenplays, inventions, games, video games, art projects, maker projects, a tree house, reams of stuff. In some ways it is a game of creation, the passion being in the puzzle solving not in the execution,profit, or accolades.

Best advice I've ever had is to pick one thing that you'll guarantee yourself you'll move forward on for at least one hour a week. Even better, pick a specific hour like Thursday from 9pm to 10pm. Then do it, focus on just the very next step and remove any barriers in its way.

Steve
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Joined: 07/29/2008
Everyone (And Every Project) Is Different

I'm not sure if there is one solution for regaining the creative drive for a game idea.

Speaking for only myself, board game design is very challenging for me because I have found that I can not "force" that type of creativity - It is either inspire-driven or it isn't. For instance, I can hammer out a web page design if forced or quickly write-up a short story if I absolutely had to... But game design, for me, either works or it doesn't. There have been many games that I have made where I have stopped and started working on several times before I have considered the game "done" (rules completely written out, playtested to some degree, an adequate presentable prototype made), my present one (in the playtesting section here) included.

I guess that if I had to present a solution, it would be to just keep creating, even if it is in a different medium. I am always writing short stories, contributing new creative materials for pen-and-paper role playing games, writing scripts, and even dabbling in areas like computer game modding, computer programming, web page design and other pursuits. Even when not creating, I am always looking for new media to inspire me - Pictures, drawings, audio, video, games, books... And sometimes going back through media I've already seen to draw new inspiration from that. You never know what will re-spark your drive to completing a game - For me, I've had bathroom tiles inspire one game and a wall display for miniature porcelain figures inspire another.

My only other suggestion might be is to not be "married" to any particular game play mechanic for your game. If your game doesn't work, then EVERYTHING (and I mean everything, from the look of the game to it's name) needs to be re-evaluated to understand why it didn't work. Sometimes, what you keep and what you modify will be subjective but, other times, it's pretty clear where the "fun" is and where it isn't. A lot of my games started out with a look or a mechanic that eventually had to be scrapped because it just didn't work. Once I got rid of that mechanic or theme, the game became better.

Good luck with getting your games completed.

KrisW
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Staying passionate

My best advice for staying passionate about a project through the end is to build a habit of completing projects.

There’re a lot of very good essays on line regarding finishing projects of all sorts. A Google search for ‘Finishing writing projects’ may help you find them. Try to find one each week to read.

Get into the habit of finishing things by:

. . . focusing on projects that probably won’t take a long time. (My limit is 6 weeks on any project)

. . . scheduling specific, uninterruptible time to work on the project.

. . . chunking down larger projects into sub-projects you feel comfortable finishing in a limited time

. . . limiting the number of projects you can have going at one time (My limit is 4)

. . . developing a queue – No new projects until you finish one

. . . creating an Idea Box – some place you regularly collect brief descriptions of ideas until you have time to finish them. I use an old steamer trunk. Also, limit the amount of time you spend writing up new ideas. (My limit is about half an hour)

. . . celebrating when you finish things. Show them to other people, write about them on your blog, phone home and mention it to family.

. . . developing drop dead dates to die for – Invite people over to play test just after your self-imposed dead date.

Many creative people find that talking about a project helps them finish. However, many other creative people find that talking about a project sucks all the passion out of it. Figure out which sort you are and act accordingly.

Best of luck!

wazzajack
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Joined: 11/28/2013
I guess for a writer it would be called writers block.

No matter if as a creative type of person you write books or poetry, compose and play music, paint pictures, invent board games and other things I think there will be periods of “creative time out”

Depending at what stage you’re up to on a project you might force yourself to finish some tedious aspect of it that won’t hurt your final goal. Otherwise if it’s an important part of your creative concept I’d just leave it until reinspired as without that passionate enthusiasm the end result won’t be as satisfying.

I used to paint with pastel chalks and for a time was really into it but I haven’t done it now for years. I need to be inspired and enthusiastic or I know I won’t do it as well. You can’t force your creativity to get the best result.
Luckily for me i seem to be able to redirect it in another field of creativity or invention.

BENagy
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Oh I totally do this, too. I

Oh I totally do this, too. I think everyone does to some degree. There's at least two solutions for this:

1. Set a schedule. Work on stuff regularly. If you work on game ideas for 1 hour every day (or a minimum of 1 hour every day), at the same tie every day, you'll get through stuff.

2. Set an arbitrary deadline for a project. When you get an idea, write down your descriptions for the game, then set a deadline for milestones. Then meet those deadlines.

http://www.artistsway.com/

KnightmareDave
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Coming from a new guy...

I'm relatively new to the tabletop game creator mentality, however I have a way that works for me and would like to share. The above ideas are great and work well, but if they don't... here's another. Focus on one game that you would like to accomplish and work on a second one that you are also passionate about when you need a break. Additionally when working on the ruleset for one game, focus on the story line as an alternative for the other. Essentially what you will end up doing is not burning yourself out completely and when the first game is at it's final stages, you will have a second game that you can polish up as a buffer to get you out of the first game's "grind". I really hope this helps and best of luck.

questccg
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Keeping focus

I usually have *ONE* game that is the focus of my attention. If I get other game ideas, I'll think about them and put them into a "Early concept/design" category. I'll take down notes and if I get an idea for one of those *other* games, I'll write it down.

Also what I like is to keep 300 Page Notebooks with 5 Subjects. They are like 5in x 8in big... If I get a *new* idea - I just jot down the concept in a books *empty* section. Then when it comes time to review the content of a Notebook - and I arrive at a section with an *early concept*, I can read it over and see if it's something I want to pursue or not.

Generally speaking, I have an ORDER to which I want to deliver my games. Things usually come and go, but I try to stick to my order. Why? Because usually the game I am focusing on is the most complete (in overall terms), then the next one, next one, etc.

So I don't lose passion, I just focus on different games at different times. Mostly trying to focus the most energy on the most advanced game concept...

KrisW
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Yeah, what he said

Quote:

http://www.artistsway.com/

Absolutely, get this book. Check the library first, then second hand stores. Buy it if you can afford it.

ReneWiersma
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If you think about it, there

If you think about it, there are a whole lot of different steps in the process of making a board game that go from the initial idea to sending an actual finished prototype to a publisher (I'm not even going into self-publishing here). Here's a partial list:

- Having that initial idea
- Brainstorming some more about it, making it work in your head
- Creating an initial prototype which includes numerous sub steps such as doing layout work on the computer, printing, glueing, cutting
- Doing some solo testing
- Rethinking some mechanics
- Redoing (parts of the) the prototype to fit the new mechanics
- Repeating some of the above steps until finally a satisfying prototype emerges
- Getting people together for a play test
- Repeating some more of the above steps
- Writing down the rules
- Doing a play test with another group, now including a blind test of the rules
- Repeating some more of the above steps
- Contacting publishers
- Sending them a prototype
- Waiting an eternity
- Getting your prototype back from the publisher
- If not contract then repeat some more of the above steps

I think it is quite impossible to be good at each step and also enjoy each step. Personally, I don't like making the prototype. I see it as a necessary evil. That why I have plenty of "ideas" but not so much actual prototypes, because that is my hurdle. What works for me is getting other people involved. Posting here helps to keep that fire burning and get past that hurdle. Also scheduling a play test helps for me, because I don't like disappointing other people.

X3M
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That is a good list

That is a good list ReneWiersma.
And it is true, I don't like doing the bad parts since my goal isn't having it published in the first place.
However, I do like getting some people to play it. But most people in my environment don't have time or don't even want to. So I often loose the will to continue my work on my game. And just play with what I have, all by myself. A proper play test only happens once a year.

You could add "- Making proper prototypes". With "- Making art for the game".
Those 2 are what I am stuck on the most. I simply don't have the material. And I can gather the right material very slowly. Since it is slow, I slowly become slower too. I think you know what I mean. And it is those 2 that I need to get things sped up again in the play testing.

However, making some new calculations is always fun and easy to do for me. So my game is going to have some new rules soon. This way I will also keep my play testers happy.

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