- Apr 4, 2015
- Reaction score
- First Language
- Primarily Uses
Good point. If there is a part of the project that seems "dreadful" it's probably going to feel the same way for the player. I've removed some plot elements from my project because of this.From a writer's point of view:
When an unprofessional writer 'writes', they think they are writing when they put words on a page. But the professional writer knows that writing is taking away words.
I think the same mentality is true for game development.
For my game project, the issue was never having too much 'stuff'. It was always during a playthrough, I began dreading a spot (say a dozen maps). I put so much work into it. It was like Final Fantasy 6 with a split party through a dungeon. Complicated to develop. But I eventually realized I hated playing through it. So I had to scrap it all.
Usually it is finding spots in the game where the pacing slows so that entire part is remade!
So for me it would be many, many maps, skills, and scrapped systems (e.g. FF6 dungeon splitting).
A week ago, I scrapped my completed entire talent systems for 20 unique characters. That sucked after I spent months of work to build that system!