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What does failure look like for you?

A topic by Noel K. created 10 days ago Views: 187 Replies: 11
Viewing posts 1 to 8

I wanted to open a discussion about this topic a while ago because I want to hear what other people have to say on this. This is mostly for creators of any kind but everyone is welcome to share their experiences.

In recent years, I have had a bad habit of comparing my game to others and not feeling like what I can do is good enough. I, like many others have made the mistake of trying to make my dream game when I first started making games. It crushed my spirit in ways that I'm still trying to recover from and I've always had this looming feeling that I was never meant to grow and become a better version of myself.

When trying to make my dream game many years ago, I'd watch trailer after trailer of other games just to make myself feel bad in an odd attempt to protect my ego. It's weird but it's like if I knew no one else was going for an idea similar to mine, I could still work on it with no worry, and if something did look similar to mine, I would try to figure out what to change or make better than the other game just to seem superior or different. Deep down, I did feel that my ideas were probably not good enough and in hindsight I was right, but at the time, I definitely had no faith in myself or belief in my own abilities as a creative person. I never believed in myself and I see some of those same fears reappearing as I continue work on different project.

For me, failure would be proving my past self was right. Overall I do still think that I can get envious of others' work but it's never about what they do that I can't. It only upsets me to believe that they're on a level that I can't even hope to ever reach even though I'm the only one who is suggesting that. It'll be hard, but I need to let go of that perception because that's the only thing holding me back. The only way I fail is if I keep sabotaging myself. But I can't do that if I'm too afraid to believe either.

If I never manage to reach an audience with my game, I can at the very least see the process to the end. I will have learned more than I can ever imagine about myself and my chosen fields that I can still feel satisfied and content with whatever the outcome of this project is.

With a finished game in my hands, I don't care what anyone says about it, it's an accomplishment to be proud of. So to everyone who is working on a passion project of any kind, whether it be a game, OST, piece of art or animation, zine, board game, comic, etc., reach the finish line. Just remember to take care of yourself in the process. And I would like to encourage all who are reading to share their experiences, good or bad.

(+2)

Watching my face in the mirror. Nah. Not really, sorry (dark humor).

Comparing yourself to others, specially if judging by trailers is a bad idea. I had always did that silently so i have to try to break the habit. Other creators, specially those able to pull out a great trailer are probably studios or even big companies. Those games you jugde yourself with, are made by groups of several people that put some money in the game's creation. Even by temporary hiring somebody else to ease the work or expensive/professional grade assets, software, engines, libraries, so on.

And, (I'll suppose you are like me, a low to nonexistent budget lone dev.) we can't simply produce a similar game when our daily lives compete for our attention: (job,friends,taxes/rent, taxes, food,and so on). Many great lone developers that got famous didn't actually worked alone or spent money in the development (spending money in the game is not guarantee of nothing btw) or recycle not just an idea but a functioning game they had (or they did the 3). For example: Notch didn't created Minecraft from scratch, he recycle not just the idea but i think code as well from a previous game. There is a Spanish game dev that spent like 40k euros in a small game and hired another game dev as well. Just to tell some examples.

So, if talking about quality, don't try to have a game similar to other's either in scale, mechanics or even AAA graphics quality. I'd like to recommend to keep the scale down and development times short, that means, making the type of game you know you can achieve in few months at least. It can boost your morale or self-esteem  and also make more easy to achieve a good quality. (that works well, looks good, sounds good, is interesting ,etc).

In my case idk what to consider a failure. My games barely have downloads, and my stories 0 reads mostly (except one in wattpad). I don't know if to even consider those failures since i just made them as hobbie. It 'hurts' a bit when i publish something new and simplemente pasa sin pena ni gloria. But I'm kinda use to that and never expected anything from those creations either... ¯\_(ツ)_/¯

(+1)

I agree completely, I've started changing my expectations for my next project and I'm just hoping to rely on what I can do and try to do it well instead of worrying about what I can't do

(+2)

Have you ever felt like you're your own harshest critic? There’s no such thing as a perfect game... and we’re always the first to spot our own flaws before anyone else does. My advice: let your creativity flow. You can always improve over time. After all, I think most of us are here because we just love having fun.
In my case, backgrounds and music are my weak spots— (backgrounds always turn out so bad!) It's definitely something I'll need to work on in the future D:

(+1)

I've literally argued with myself trying to not be so critical of every single aspect of this game so I definitely get that feeling

I would really like feedback on my games so I can improve on my game I feel like a kind of of a failed game dev

stop crying and get bored to get ideas

(+2)

If I don't like what I make = failure.

If people it's targetted at don't like what I make = failure.

If I don't make enough money from it = failure.

That's three areas to improve on until I can assume a creative endeavor is a success. Personal pride, recognition, sustainability.


When it comes to these things, there's no need to overthink it. Soul-searching is all well and good, but agonizing to yourself in your own mind about whether you're sabotaging yourself or whether you can be satisfied with a less-than-perfect outcome doesn't really do anything for you. These aren't steps forwards, they're shower thoughts. Any time spent thinking that it's good to accept failure could've been spent trying to bring success to yourself instead. Whether you believe in yourself or not isn't necessarily relevant, what's relevant is whether you're getting closer to the goal, and talent or confidence are just ways to get there, much like hard work. Plenty of people who never believed in themselves found success, they simply kept working instead of brooding. 

While work isn't a guarantee something will work, no work is a guarantee that it won't, so it's the one thing you should keep in check.

I feel like the best moment for doubt is at the very start of a project. Assess your skills, assess the available assets, look at the competition, think about whether what you have to bring is different enough (through sheer quality or originality), or whether doing this will help you in some way (like a training project, learning to create a new mechanic, etc), and then get to work. 

But doubt is a poison after that. Once you decided to greenlight your own project you have to focus your energy into that and leave fears at the door. Even if you do reassess the situation from time to time, it should be quick, lucid, decisive, and consequential, not a way to get stuck in your own mind while slowing yourself down. 

(+1)

Battling with one's doubt is an unfortunate part of being a creative especially if one is sensitive about their work. I always consider creating something or engaging in any hobby to be meaningful if you are doing it for your own enjoyment. I often find myself having to remind myself to enjoy the process and just try to learn and to grow. That's all any of us can ever do. 

(+2)

For me, not seeing a project through to completion is the only failure. Now that I’ve actually got something out there in the Itch ecosystem (albeit a very small kinetic novel), it feels like a victory. Anything else on top of that is a bonus. I know not everyone will like what I create, but if one person does and gets some manner of enjoyment from it, then I’m happy. You can indeed be proud that you didn’t give up and got multiple games completed it appears. I say, congratulations are in order!

Failure to me is a prototype sitting on a drive somewhere that I stopped working on and never even bothered to share with the world as a prototype. The quiet lost ones!

So, basically what the guy above me said.

(+1)

I feel it too. Sometimes I get worried that no one will care and it'll eventually leave me not wanting either continue with a prototype or keep me from wanting to share anything with others