Edy Zahid Blog The Thoughts of One Game Developer

27Jun/104

Keeping Motivation in Game Project

After suspecting it might happen eventually, the dreaded "losing interest on a game project" has finally struck on me leaving me feeling demotivated to work on the game project. I can use my sheer power of self-discipline to force myself to work on this game project but it will be a destructive process in the long term.

Motivation = Belief + Control

Why do I lose interest in a game project since developing game is part of my passion? The answer to that is as long as you believe in the game project and you will be able to control most aspect of it, that gives you a strong powerful motive to keep do it. This is the reason why I can sustain working on Blade Thrust Tactics for 6 years full time as I am a firm believer of it and I control almost all aspect of it - design, coding, art and others.

A total control if this gives an unparaleled power of motivation to me to keep finishing this game project. I've finally been able to release the game after 6 years of gruelling development and that represent my greatest achievement so far considering how technical and complicated the game can be to people.

On the other hand, working in a team will surely make you losing some control on several aspect of the game. This is actually quite OK if you believe in the game project and you are feeling comfortable with limited control that you have. When I received an offer to join Math Quest development team, I was assigned coding aspect of it. For several months joining the team, I can adapt to the workflow because I receive ample design details to work on accomplishing some features in the game although there is some lacking in receiving arts to be integrated to the game.

But over several months working on the game project, I was frustrated to see many changes to the game direction that slows down the game development progress. There is now 2 separate version of the game - demo version and full version which is basically the same game having a different content to it. Maintaining 2 separate game version is a nightmare. The reason why there has been 2 versions is because the demo version was developed quickly for testing requirement to students so it lacks proper storyline. The full version on the other hand contain proper storyline as the team managed to find a  script writer to write the storyline. In addition to it, there is some development to do contract work for education portal but later scrapped as it affects the main game development :(

The plan is to release a single game module by the end of July 2010 which represent a single civilization player can play and interact but due to this changes, the team can only manage to complete only half of it. Because of this, I don't feel that I've achieved a sense of accomplishment as there's plenty of things to do. This in turns demotivates me because I have an expectation I will be able to finish a single game module by the end of July 2010 but due to this changes, that's not going to happen.

Lessons to be learned

1) Stick to the game plan and do not change direction unless the project is deemed unfeasible.
2) Every team member has to know every single task he/she need to do for the rest of development time.
3) Separate development into milestone and reward the team member for completed milestone.

So how can we learn from this experience? The most important of thing is to have a clear direction of what the team want to achieve in a specific amount of time. This mean if the team want to finish a game by the end 2010, do whatever it takes to achieve the goal and do not change direction and add another project because it surely will distract the team from completing the game.

The team has to sit down together and list down every single tasks each team member has to do and its deadline based on feature needed in the game. That way each team member will know how much workload they have to face in relation to each others. It's a good idea to separate the development into several milestones and once the team managed to achieve the milestone, the team should be rewarded with something. The completed milestone and its reward serves as motivator to work on the next milestone.

This is what currently lacking in Math Quest development team as there is no milestone to pursue. I've been coding for more than 6 straight months for this game project and boy, I do feel tired! If there is a milestone to be achieved and some reward to it, that can rejuvenate me once the milestone have been achieved.

Comments (4) Trackbacks (0)
  1. Boy, I do feel sympathy for your current situation. Changing the game direction definitely will frustrate anyone whose involved in the game project. I don’t actually knows too much about this Math Quest game project but it must have been a big project considering it is a RPG game.

    I’m quite surprised to find out the team didn’t have someone assigned to story part for most part of the development time. Is it so hard to find a writer? What about you, Edy? You seems like a capable writer yourself as I’ve seen your work in Blade Thrust Tactics game. Can you give me details about this script writer you are talking about? I’m interested to find out about his or her recent works.

    What is your long term plan on this game project? Did you have a plan to leave theteam? That does not sounds like you because Edy Kajang I know is someone who finishes everything he started no matter how long it takes.

  2. Thanks for your concern, Nathan. I’ve spoke to Hezri, the project leader for this game project and we discuss about the general direction for this game project and we’ve come to the understanding that this changes was part of learning process. He never managed a big project the scope such is this so it’s quite natural that he makes some mistakes and I also should have been more aggressive in monitoring the game project direction and communicate my thought if the game project divert from its path :)

    Of course I want to establish a long term commitment to this game project but as you are aware, anything can happen when you’re working in a team. People come and go and that change the group dynamics of the team. The game project was started in August 2009. When I join the team in December 2009, the team receive a much needed boast in coding power but the team is still lacking in storytelling part of it and it shows.

    Fortunately, the team managed to hire the service of part time script writer on April 2010 and since then the game with proper storyline has been integrated to the game. So it takes about 4 months to find a solid programmer and 8 months to find a script writer. These delays does really affect the progress of the game. Had the team managed to get the services of programmer and script writer as early as August 2009, the game progress will be tremendous right now. Probably the target of finishing a single module can be achieved by the end of July 2010. And that’s a proud achievement by itself considering the scope of this game.

    Finding talent is hard…

    If I have to write for this game then I’ll be a lousy writer :) The game revolves around fantasy settings and the game target market is kid from 10 to 12 years old. That’s not my specialty. I rather writing for science fiction theme with lots of gory, action and bad language thrown for good measures.

    That’s why the team need a proper script writer that can inject the right type atmosphere to the game. For this kind of work, female script writer might be a suitable candidate and the team has managed to find the right candidate for the position. I don’t want to reveal too much of her because she’s like a secret weapon for this game project. Don’t want to let other game developer grab her before she can contribute much to the game project :)

  3. People do change, Nathan as do their commitment and vision. I still keep Blade Thrust project closer to my heart but I have to maximize my potential by working in a team to achieve the biggest impact rather than working solo. Although a technically superior game, Blade Thrust is a commercially failure product.

    Since then I have learn a lot in term of user interface so working in a team that develop games for kids will allow me to learn and master flairs of what it takes to build a game that accessible to as many people as possible. Of course I don’t want to develop simple game but rather a good game that easy to learn but hard to master. Probably the flairs I gain working in a team can be applied to my future games.

  4. I’ve been checking the MQ website. Seems like a nice team you’ve got there. Seems like you do have a long term for the company. What’s your future commitment to Blade Thrust trilogy? I’m waiting for that Blade Thrust RPG game…


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