How To Stick With A Game Idea/Story

LastGreenHorn

Newbie
Dec 20, 2018
37
18
Hello,
This may seem like a dumb thing to ask, but I've been wanting to make a game for some time now and every time I start.
I lose interest or get bored with it or think of a better idea for a story or game.
So I mostly asking how has so many amazing people make these games and stick with them for so long?
I've played so many games here and really want to try to give a fun, good or at the very least a "done" game for people to play.
But what's frustrating is I love making the models and doing the setup and planing out the idea... but right as it comes to putting the pen to the paper, all drive to do it is gone...
I know it's best to start with something small and have it be a game that can be beaten in maybe a hour or 2, so that at least you've made a game...
but even that seems impossible for me to do as well... Is this just me or I'm doing something wrong with the whole game making part of it.

Thank you for reading and maybe I'm just doomed at trying to make a game and now just ranting about it here.
But those who have made games and and stuck with it till the end are the real MVPs.

Some of my "attempts" and build ideas at making a game.
test project.PNG Game project.PNG Capture.PNG Suzie Mad.png eatting.png
 

Man don't hop

Member
Game Developer
Nov 25, 2022
361
525
99% of devs have the same issue and the only way to get past that is to simply do what you can and release it. Once you release it and get some feedback (even if it's only like 5 mins) you'll start to see what aspects of your work you like and either continue with the project or take the new knowledge you have to start on something you really like. These are some of the best models I've seen and oozes personally, I'm sure any game made them with would get attention from the look alone. You can also try to team up with people and use the community feel that comes with that to help you stick with it.
 

♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,786
15,408
I lose interest or get bored with it or think of a better idea for a story or game.
Well honestly you probably aren't fit for this.
You could:
1. Find someone who can do the parts that bore you and stick with doing what you find fun. We have recruitment section for a reason.
2. You could try doing 2-3 projects at the same time and switch between them when you're bored of one. :whistle::coffee:
 

Living In A Lewd World

Active Member
Jan 15, 2021
660
622
I agree with Voidtraveler. Game development is a field, where you just need the will to stick to something over a long time. But you always can just do other things in the lewd world, e.g. publishing lewd (short) stories (e.g. on literotica) or just images (e.g. on deviantart) which take less time to produce.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Donor
Respected User
Jun 10, 2017
10,967
16,217
So I mostly asking how has so many amazing people make these games and stick with them for so long?
Because they know their story beforehand, really want to tell it, and are dedicated to it.

The truth is that they aren't different than you. There's times when they are bored to always works on their story, and times when they can't think about anything else than another story.
But they really want to finish that one, and like they already know the story, it's not really a problem if their mind wander time to time.
 
  • Angry
Reactions: Bootyologist

Living In A Lewd World

Active Member
Jan 15, 2021
660
622
Because they know their story beforehand, really want to tell it, and are dedicated to it.

The truth is that they aren't different than you. There's times when they are bored to always works on their story, and times when they can't think about anything else than another story.
But they really want to finish that one, and like they already know the story, it's not really a problem if their mind wander time to time.
I wouldn't subscribe this right away, especially not in the lewd-game-world, where lots of amateur developers are around who just start to develop away without another aim, than that the MC is the one to fuck them all.

In the storytelling community there is even a distinction between two types of storytellers. For some people (called Pantser), it is enough to create some characters and then just write away and get something done. Others start to create a plot structure (at least with beginning, ending and some plot points) and start then with writing. There are even quite abstract plot structure schemes (like "Three-Act-Structure" or "Hero's journey") one can use to create totally diverse plots.
Plot structure is not everybody's thing, but it can give a lot of security for writing as one can always see the path one is walking. In the end, one might land nevertheless at a total different point:
  • One might realize, that the characters, one has created, don't fit to the story one wanted initially to tell at some point.
  • One might find other directions the characters can go, that seem even more compelling than the initial idea (in a branching AVN one would here be able to tell all of those stories, but this takes a lot of time).
  • Or one may encounter logical problems during the writing process.
This is mostly also not a big problem, as one can just adapt the story structure to the new direction, one wants to go.

But I totally agree, that an important skill, that a developer needs is the wish to finish that story/game/AVN he or she started, whereever it takes him or her.
 
Last edited:

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Donor
Respected User
Jun 10, 2017
10,967
16,217
I wouldn't subscribe this right away, especially not in the lewd-game-world, where lots of amateur developers are around who just start to develop away without another aim, than that the MC is the one to fuck them all.
And that end abandoning their game, or totally rushing it because they don't wants to looks like a quitter.
I thought that the thread was precisely about how to not be like that...


In the storytelling community there is even a distinction between two types of storytellers.
You understand that creating a game and storytelling aren't the same thing, right ?

Even a Kinetic Novel or a text based game do not effectively follow the same journey that writing a story.
There's a reason why movies starts with a storyboard, and books don't. When you works on a book, you seat and write. But when making a Kinetic Novel, you constantly switch between the text and the visual, you need a stronger structure as base for this, in order to always remember precisely from where you come from and where you are going.
Same for text based games, that imply branching, and therefore need for you to know where you need to go at the end of each path. And also where you have to pass through in each one, because by default you'll be tempted to follow the same route since it's the one still fresh in your mind.
 

woody554

Well-Known Member
Jan 20, 2018
1,560
1,940
when the story is about something you can't stop thinking about, you never stop thinking about it.

for other kind of stories, like for professional writers who write what they're told to, you sit your ass down and go to work because it's your job. that's what being professional means.
 

Living In A Lewd World

Active Member
Jan 15, 2021
660
622
And that end abandoning their game, or totally rushing it because they don't wants to looks like a quitter.
I thought that the thread was precisely about how to not be like that...
Stick for a game for long, does in my eyes unfortunately not mean to have a plan. That would of course be nice, but there are also many examples of games, that go for long showing the MC just corrupting one LI after another without proper aim. And people who rush a game, might actually have a plan but rather capitulate in front of the amount of work they didn't expect and the lack of support they hoped for.
I don't think, one will ever be able to determine if a developer will finish a game or not, as there are too many unknown variables. And while people, who are rather unstructured might be more among those who quit a game without proper ending, they might also be more among those, who have interesting creative ideas and create interesting characters and give the lewd world something new and interesting rather than the XYZth "I'm a male MC who lives with his mother and his sisters, my father died and I'm determined to create a Harem with my sisters and my mother and any female I'll ever meet."-Game.

You understand that creating a game and storytelling aren't the same thing, right ?

Even a Kinetic Novel or a text based game do not effectively follow the same journey that writing a story.
There's a reason why movies starts with a storyboard, and books don't. When you works on a book, you seat and write. But when making a Kinetic Novel, you constantly switch between the text and the visual, you need a stronger structure as base for this, in order to always remember precisely from where you come from and where you are going.
Same for text based games, that imply branching, and therefore need for you to know where you need to go at the end of each path. And also where you have to pass through in each one, because by default you'll be tempted to follow the same route since it's the one still fresh in your mind.
I think, creating VNs has many similarities to creating stories, especially screenplay-writing, as VNs are basically visual told stories. For creating games with more gameplay and less story, there might be total other working processes needed. That's something, I can't speak about.

Regarding the movies: You're speaking about creating highly professional movies, with big budgets: Those are gigantic processes with many people involved, who are specialists and have quite different roles. You have the one who has lots of writing experience and creates a screenplay (basically a book that contains descriptions of the scenes and the dialoges is here only the first step), the one or maybe even some (as this might be a rather complex process) who are specialists in cinematography and image composition, who create the storyboard from the screenplay and finally the actors, camera operators, lighting-engineers, the director... who use the storyboard and the screenplay to create the scenes for the movie and then the many persons, who do cutting and post-processing. For any process with many people involved, you need very strong structures to avoid chaos as much as possible (what surely not always works in those cases). And also there there are quite different strategies. As far, as I know, for the TV-Show "Breaking Bad" basically every twitch of the actors and every camera-setting was pre-determined, where there are other productions that allowed for much more freedoms. I guess the early DOGMA-Works of Lars von Trier were surely rather produced with lots of improvisation.
For the future and with the available of more easy to use image-creation-tools, I wouldn't wonder if the roles of screenplay-author and storyboard-creator for movies might more and more melt together and the screenplay basically doesn't include descriptions of the scenes but already rough images. But that's just a guess. And I'm actually not sure, if this is even my idea or if I did read about this somewhere.
I actually was involved myself in creating some amateur movies as an actor. There was the creative person who wrote a very rough script, the one who had a camera, who was deemed camera man. Lighting... well... what??? And me and some other persons (including the creative and the camera man), who were determined to be actors and actresses. Script changes took partially place on set, dialogues were all improvised. The results were appr. 30 min long short movies, not professional, but actually quite funny. But we actually never published them just showed them some friends. I was also involved in creating some amateur music videos which were published, but also those followed mostly the same scheme.

Regarding image production: I recognize, that image production might cost more time than writing visualizations down in words, but I hardly think, that many VN-creators, even if they have the necessary knowledge of cinematography/visual story telling and image-composition think more complex than from scene-to-scene. So one will mainly need to know what the last scene was and what the next scene might be and then create the images accordingly.

Regarding creating branching without concept:
I agree, that the more branching one has, the harder it might be to follow without proper (pre-)structuring. I would at least say, one would need to track the whole story structure in a kind of diagram to not lose the track. Proper pre-structuring has surely heavy advantages to create a branching story to not lose track, but one can also not plan this all completely through, because during the writing process many things might just pop up, one didn't think about when pre-structuring. And the whole plot structure might change heavily, when one shapes out the plot and develops characters. They might just start to feel and behave totally different as one had initially planned that they should feel and behave and this might finally make big structure changes during the writing process necessary. I don't see this negative at all. Just a normal process.

I must confess, that I'm currently trying to create a script for a possible VN myself. And I couldn't do it without proper pre-structuring. I have just not the necessary skills for pantsing my way through the world. I have created a three-act-structure for a 4-week-long-story, layed out a rough idea, for what should happen every day and even tried to plan out any day before starting to write a single word and have now started to write the script for the first week. But I also see, while fleshing out the characters during this first week, that my initial idea might change quite a lot during the writing process, because the characters slowly develop a life of their own.

Finally from all I've seen and read, I really don't want to advise people who work rather unstructured totally against creating a VN. This might be harder and one can only give the advise to structure it initially just to make it easier, but it can still lead to very creative and interesting VNs, as long as the people have fun in creating.
 
Last edited:

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Donor
Respected User
Jun 10, 2017
10,967
16,217
Stick for a game for long, does in my eyes unfortunately not mean to have a plan.
:FacePalm: It's the day or what ?
Correlations aren't causalities.

OP want to know how to stick to his game idea, I told him how to do it for sure, period. If some achieve to do without that, good for them, but from what he said, OP clearly isn't one of them.


I think, creating VNs has many similarities to creating stories, especially screenplay-writing, as VNs are basically visual told stories.
And you're wrong, but I've already been entertained enough for today.


Edit:
Love you too Bootyologist, but it will starts too be too obvious if you aren't more careful...

By the way, since I'm editing here, here's why VN writing and story writing aren't the same process.
 
Last edited:
  • Angry
Reactions: Bootyologist

Donjoe81

Member
Dec 30, 2022
310
1,434
No offence, but if you lose interest so easily, then you should probably stop trying to create games.
Maybe stick to short stories or creating models.
 

Jack Madrigal

Member
Aug 12, 2023
165
188
first step : seek professional help and get a prescription for ADERALL
second: work on your self esteem, it doesn't have to be perfect, the only thing that matter is that you create something, start with a short novel, get a little victory to boost your ego, eventually increase the scale for your next project.

the problem you may be facing is that you try to paint a cathedral with a nail brush. you get discouraged by the amount of work you're facing, just scale down, you don't have to impress anyone. make a little something and for fuck sake: be patient !
 

DelinquentProductions

Degenerate
Game Developer
Oct 24, 2020
146
960
Making a game is an enormous amount of work, it takes so many skills and so much time that you're bound to get burnt out or bored from time to time.

My best advice to stay focused is to start off with a general story first, nothing too detailed just a few sentences about what the premise even is. Once you have that break it down into scenes, let's say ten or so. What are the important ones? What scenes do you need to connect the important ones together? Write a few sentences for each one so you remember the general gist of what needs to happen there. Don't worry about an entire game, worry about it one chapter at a time.

When I have a structure like this I find it keeps my attention more easily, there will always be days that you wander, that your creative juices aren't flowing or you can't seem to make anything stick, that's completely normal. When that happens just move on and do something else, come back to it again on another day instead of trying to squeeze blood from a stone.

Also keep your setting in mind. If you're the type of person who always wants to do something wildly different, account for that. Don't be too specific with how you set things up, so when the mood strikes you and you want to have a section of the game with a different tone or new characters you can work them in. Hell you could even make something that's an anthology so it's different every time. It's your game, make it how you want.

Most importantly if it's something you're interested in and you're enjoying yourself then you're already on the right track. Have fun with it, stick with it and you might surprise yourself.
 

Alcahest

Engaged Member
Donor
Game Developer
Jul 28, 2017
3,484
4,330
In the storytelling community there is even a distinction between two types of storytellers. For some people (called Pantser), it is enough to create some characters and then just write away and get something done. Others start to create a plot structure (at least with beginning, ending and some plot points) and start then with writing. There are even quite abstract plot structure schemes (like "Three-Act-Structure" or "Hero's journey") one can use to create totally diverse plots.
Plot structure is not everybody's thing, but it can give a lot of security for writing as one can always see the path one is walking. In the end, one might land nevertheless at a total different point:
  • One might realize, that the characters, one has created, don't fit to the story one wanted initially to tell at some point.
  • One might find other directions the characters can go, that seem even more compelling than the initial idea (in a branching AVN one would here be able to tell all of those stories, but this takes a lot of time).
  • Or one may encounter logical problems during the writing process.
This is mostly also not a big problem, as one can just adapt the story structure to the new direction, one wants to go.

But I totally agree, that an important skill, that a developer needs is the wish to finish that story/game/AVN he or she started, whereever it takes him or her.
There is a four year old thread about this on the private dev forum. Here is the result.
2.png
Not that many answers but says something at least. Many wanted a third option (both) and I doubt anyone starts writing without some sort of plot idea even if it's just a start.

I'm a pantser. I only had a start for my first game and then went forward just writing. Still managed to start and finish a pretty complex character arc for one of the characters involving multiple personalities. For my current game, I had to plan a little more since it's a mystery detective game. But except for knowing the answer to the mystery, I essentially write each update not knowing what will happen.

That's what keeps the writing process interesting to me -- watching the story unfold as I write it, seeing what will happen. I would be so bored to have a ready script to work from.
 

Insomnimaniac Games

Degenerate Handholder
Game Developer
May 25, 2017
3,405
6,105
I'm a pantser. I only had a start for my first game and then went forward just writing. Still managed to start and finish a pretty complex character arc for one of the characters involving multiple personalities. For my current game, I had to plan a little more since it's a mystery detective game. But except for knowing the answer to the mystery, I essentially write each update not knowing what will happen.

That's what keeps the writing process interesting to me -- watching the story unfold as I write it, seeing what will happen. I would be so bored to have a ready script to work from.
This is exactly my process. I have major plot points figured out, getting between them is basically ad-lib. A lot of times I find I don't even need to consciously think about things, I just type and plot happens. Bonus points when I'm typing out random NPC dialogue and go back to read what I just wrote only to be mesmerized by the insanely bonkers shit my subconscious mind thinks up.
 
  • Like
Reactions: Alcahest

LastGreenHorn

Newbie
Dec 20, 2018
37
18
Thank you all for so many replies on this subject and sharing your thoughts on it... All of it was a good read and made me stop and think about what I can do to try and make story game... Maybe it's right as some have said that it's just not something for me and to look into other means of content... But don't I like the idea of giving up cause something is hard... So I'll try keep at it until I can land on something I joy making and for others to enjoy as well...