Kill your darlings

MrB

Veteran
Veteran
Joined
Nov 7, 2018
Messages
58
Reaction score
52
First Language
C#
Primarily Uses
RMMV
It means not to hold onto things, just because you like them. Or something among those lines anyways.

In game design, it especially means don't keep things in the game because you just like them. Ask yourself: does the game really need this(still)? Or is it just something I like, even though it doesn't really fit in my game(anymore)?
Those things are your darlings, and sometimes you have to kill them, cut them from your project. Not something easy to do of course, but in the end, this can often help you & your project(and your teammates if you are working together!).

With the deadline for the IGMC nearing, this might be especially relevant for some of us.


So what do you think of this statement? Do you agree?
And do you have darlings you might have to kill in one of your projects?
 

l8rose

Perpetually Exhausted
Veteran
Joined
Jun 1, 2014
Messages
447
Reaction score
1,448
First Language
English
Primarily Uses
RMMV
It also means to shake things up too. ^_~

And I agree. Sometimes an idea just isn't practical to implement or a character/story piece just doesn't fit.
I haven't had to do that for IGMC (as I have my To Do list sorted into definite and if I have time sections with new "Darlings" being added on the second part) but I've had to do that for stories I've written. I've changed so many things in a 200k word story that it no longer fits with the original outline but it's only improved with each change.
 
  • Like
Reactions: MrB

punchybot

Veteran
Veteran
Joined
Oct 17, 2015
Messages
99
Reaction score
216
First Language
English
Primarily Uses
RMMV
I agree, but you can also adapt. My game, like every other newbie developer, had ambitious story and length. I managed to keep what I like about it, and I continue to improve. The game will be significantly shorter, but it also means I will finish it.

I'm still a newbie developer, but I have a much better mindset than I used to. I have completed more than I have ever with this program and I know I'll see it through this time. I nearly have something complete! (Almost 90% I would say)

Having a fun game and being able to tell your story is what matters. Cut out the crap that is stopping you from being able to complete the project.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,599
Reaction score
6,552
First Language
Indonesian
Primarily Uses
RMVXA
I mean, I often realized the one I used to think as "my darling" is not as "beautiful" as it used to be when I really tried to work with it. Even today with my growing ability to design things, my once to be my dream project was a trash design if I think about it again.

But at some point, I agree. To shake things up, you need to let it go. I'm not the one who to talk, but I did kill one my mine once. I was stuck to design my game. Then I thought "It didn't have to be this way!". Scrapped everything that I used to hold dear, now I'm on my way of proving it if it's gonna work. But for sure, I like my new direction better than before, so it's a step forward at least.
 

RetroExcellent

Cute Kiwi
Veteran
Joined
Nov 1, 2018
Messages
121
Reaction score
300
First Language
English
Primarily Uses
RMMV
My current project does not have anything I've had to kill yet, but I've had to put a few into comas and will have to add them later. I got a bit too ambitious with my graphics given the limited time frame, so went back to something simpler but still very fitting for the game and gameplay style.
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,254
Reaction score
1,254
First Language
Spanish
Primarily Uses
RMVXA
if it is being held questionable for removal or not, it should have never become a darling in the first place.
and viceversa, if it's a darling it shouldn't have to be removed.

but if it has to go, it has to go.

those are questions you usually answer during the design phase, not the production phase.
you decide what you're gonna keep and what you're gonna scrap.... and when it comes to it, scrap what you must, and keep what you will.
 

zacheatscrackers

Machinehead
Veteran
Joined
Aug 5, 2012
Messages
394
Reaction score
128
First Language
English
Primarily Uses
RMMV
I'm very careful with story-writing and choosing features, so other than removing a character trait/battle feature like dual-wielding or two, I don't think I've come across this problem with my current project. I agree for sure though, in that removing an element that just doesn't click with your what you're shooting for, even if you've spent a lot of turn on it, is highly beneficial for your project.

The best RPGM projects, and really games in general, in my view are those that stick to a general theme and don't try to be everything at once. Otherwise, all you have is a project with a confused identity.
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
5,476
Reaction score
4,863
First Language
English
Primarily Uses
RMMV
Eh, "killing your darlings" is what I'm most familiar with doing in almost any endeavor I've engaged in. I call it, "cutting the fat". Does something exist because I like it, or because it serves an actual purpose?

My game project has undergone no less than 3 dozen revisions as I've axed things and reworked others. It used to be a dual story system where a person could play as evil and it would be a compelling evil storyline... But, I scrapped it, because it was silly and unworkable. I've scrapped features as well. I used to have a "Pacifist" way to play and win my game, but it just became more and more convoluted as I tried to think up ways the player could avoid combat altogether. Instead, I simply allow the player options to spare certain humanoids if they meet the criteria or are clever. It's more rewarding than "the player never needs to engage in combat in my game at all".

When you put something into your game, it needs to have a purpose. What does this mean to the player? What does this make the player do? What goal is this supposed to accomplish? If you can't answer that as well as how it meshes with the rest of your project... It's easier to just "cut the fat". Ditch it. No need to keep it around.

I think it's one of the reasons "crafting systems" have been around so long. Devs put them into games and they don't really have any purpose to the game itself (I've never even seen a AAA game have a purpose for these systems beyond a means to get a player to grind and thus extend play time). But, they're everywhere. Just because people don't want to cut them. If they serve no purpose, cut them. They're fat.

Anything you have issues getting to work... cut that as well. If there isn't an easy way to get it into your game, you're probably better off cutting it... because anything complicated you try to put into your game is likely to cause all sorts of issues and bugs. Cut the fat. Trim the game down to just the essentials you need.
 

Countyoungblood

Sleeping Dragon
Veteran
Joined
Dec 9, 2017
Messages
622
Reaction score
403
First Language
English
Primarily Uses
RMVXA
Reminds me of an art class i took years ago where my teacher messed up one of my paintings in front of me after watching me fuss over a detail. "You cant be afraid to mess it up" is what he said or something similar. I think that moment pushed me down more of an experimental mindframe. Ive changed a lot as a person over the years but that teacher reached into my soul and changed my heart.
 
  • Like
Reactions: MrB

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,473
Members
137,823
Latest member
yossiii
Top