Execution vs Conception

I love having ideas. Ideas are fun, manipulable, infinitely complex or simple. They don’t take any work to think about, expand in breadth and depth. It doesn’t take effort to plan execution. Much like calculus, the manipulation of abstract possibilities is fun and easy. Once it gets to the actual computation and execution, though, the process becomes less fun.

This is why I experiment with so many engines and SDKs, and why I draw and write much more than I model and map. It is enough to know that I have the skills to do (or figure out how to do) what I want to do. If carrying through and actual doing the boring grunt work isn’t fun, why should I do it? That said, having a final product is the most satisfying thing in the world. When an external motivator hits the project, like money or responsibility or grades, I am motivated to work through the grunt work. Then I get to stand on the other side and beam at my beautiful realization of an idea.

Carrying this through to its logical extreme, I feel like the best way to force myself to produce a final product in the real world is to throw myself headfirst into the deep waters. If I make game creation my livelihood (and preferably a few other persons’s too), a final product will emerge in due time. If I keep it as my hobby, my ideas will never get off the ground floor — at most I will get some proof of concepts, or a half-completed level.

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