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Pareto Principle Strikes Again



If you're not familiar with the Pareto Principle than you may have heard it referred to as the 80 / 20 principle.


The Pareto Principle states that roughly 80% of the effects come from 20% of the causes. This is a pattern that can be seen in many places such as income, sales, wealth, etc.


I've continually found this principle to take effect in my game development projects. Once I'm about 80% complete the effort to push forward seems to be just that much more.


Continually inspiring myself to create this project seems to be half the battle.


If you're feeling out of juice, what helps you to become re inspired and motivated?


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If you're feeling out of juice, what helps you to become re inspired and motivated?


I make easier games. Generally most of us bite off more than we can chew when it comes to picking a game to make without even having 1 single "completed" game under our belt. What makes us think we can make Crysis when we haven't even made pong (or some other simple game)? I think completing games is infectious. It gives you that accomplishment feeling that you want to feel again and again. It also helps practice getting past the boring part (generally the 20% you speak of). This is my new approach to making video games and so far so good. I started with the Simon Says clone in the Asset store (very simple), and should be done with my little "Marble" game by next week. With each game I learn new things that help me with the next. I also try to up the difficulty a little with each game. It's an ego hit for sure because we all generally start off wanting to make the next amazing AAA quality game. I've switched to sacrificing my ego to get completed games in the hopes that it'll be a launching pad to making the bigger games I want to.


If I was a sports guy, which I am (I think you mentioned sometime you were too), I think of these little games as scrimmages. You generally want to do some scrimmages before playing a real game.


That's the way I see it anyway.

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@Rick :

I totally agree with that point of view.


I already spend all my free time in some generic simple very low poly model, and i'm not satisfied already ;

I begun skinning under Blender and animation is not even started.

A good way is t ofind simplification t omake your game "able to be completed", some examples are simple to look at like :

TorchLight, Trine games.

Torchligh using low poly models and levels allows faster creation, lot lot more less time to spend on texturing modeling,

and the result is quite very good and enjoyable to look at with clever effects, core game play is also the big other point.

Trine agme using some 2D View, allow to don't care about pathfinding a lot , and don't caer a lot about scene optimisation and culling,

and the result is amazing scenes, with great gameplay/puzzles.

Before beginning a game you must find the core points like gameplay, fun and the graphic way that will make your game possible to finish;

it could be some cartoon characters, simplified levels, simplified textures , or some predefined camera paths and combat zones like in Devil May Cry game for example.

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