I would add that it also depend of you.
Some people need a strong guidance, while others feel better when they have a certain amount of freedom. And obviously the way to plan the game making process totally depend of this. Therefore, go with what fit better for you, not with what is said, by others, to be the best solution.
Thanks!
An interesting talking point I thought I would bring up is the idea of inspiration.
Not just being inspired, but what people do to be inspired, what they do with inspiration, and how inspiration influences our work. There are many newer users who I see join because they were inspired by some of the top nsfw games made, such as summertime saga, orange/witch/princess trainer, or some VN. Some people could build to mimic their inspiration, maybe some people just have a particular favorite genre, maybe they were just inspired enough to join the nsfw community. everyone responds differently.
I feel skill and experience can dictate this reaction, however. maybe someone is supper motivated by a game, and want to focus on just a replica, or just that specific style of game. maybe at first, they are cheap imitations, poor. maybe they get better and pull it off perfectly, and maybe they learn along the way and start to explore other types of game or game making.
Some people need a strong guidance, while others feel better when they have a certain amount of freedom.
I feel like these could also be stages of development as you become more experienced, you've collected some skills and tools and no longer need guidance until you are trying something new again.
I bring up the term, exploration, a lot in other talks. often referring to people experimenting and finding what they like. but I feel an important thing to point out is also, self-exploration, beyond just finding what you like. I think this is the stage I am constantly stuck in. it's not so much about guidance or freedom at this point (but freedom is important when considering game making options, ie C# monogame is my go-to, daz/blender art, etc.), but more trying to understand what I as a player and developer want. I thought I had it figured out years ago, and each month I still make new observations.
Just this past weekend, I was with friends, and we were trying to figure out my perfect mtg deck, or trying to figure out more specifically, how do I want to play mtg? This isn't the first time I've sat down with friends and explored this, but this time we reached a new conclusion. And with those new ideas and revelations, I was able to reflect and improve on my game idea just the other night (just spent all morning making notes of my ideas). so now I may sink into the same pattern again, I figured out my idea, my mechanics, next I just need to start fleshing them out, filling in the details and the specifics, and then get to work. but continued exposer to my ideas could show flaws I hadn't seen before.
it's like a writer who takes a 6 to 8-month break to reread their work for errors. art is never complete when it goes out the door. we have to find what the line is, i guess is what i was saying. and exploring what line in the sand fits us. I sometimes think an art technique is nothing more than a set of tricks and compromises to save time and maximize quality, but it is never perfect, just a tool to force artist to be practical with their time. I guess since I only do this stuff on the side, I don't mind wasting time twiddling my thumbs, but if I want to prove my weight, I need to deliver something eventually.