dontcarewhateverno
Engaged Member
- Jan 25, 2021
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Those are the best results. And I have been creative. But from a broad-picture stand-point, creating a massively multi-path game - or any game, really - is very, very different from writing a novel or a screenplay (though even in a screenplay, you need to know your limitations both time and budget-wise). Especially as an indie dev with a small staff at best. There are just so many more moving parts in this sort of project that you need to perform a balancing act between optimum creative quality and practical utility. At least if you want to avoid a 3/4 decade-long development time, which runs the risk of a creator burning out and losing passion for the project along the way.you guys clearly never have been creative if its evas wirtting style or if she has the most fun writting this way than the end resulte is the best this way keep in mind we talk about a CREATIVE JOB you cant bring logic or working as fast as possible to get the maximum money per hour it dosent work this way in a creative job the best result are if the artist has the most fun and is passionate about their work so if evas writting style is like that and she has the most fun this way this will be the best resulte you can get
I prefer quality, but I understand the criticism of the gardener approach, which is very difficult for this sort of project.
Agreed on both points. The second more critically important.It's definitely a balance with tradeoffs; with a little initial work at the front end, she could speed up work and potentially limit writer's block. This could come at the expense of that initial investment, possibly creativity, and flexibility in storytelling. It is still a valid approach, and many writers do use it.
Also, your current avatar just isn't doing it for me; I miss the old one.
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