
Am I the only person annoyed by the usage of "game loop" as an objective measure of a game's worth? I understand game loops exist in programming, but reducing it to a bullet point on a book report style game review seems weirdly reductive.
Also wondering how much this mindset exists in commercial game design, and if that attitude is detrimental to good design.
I haven't finished a video game for a while annoyingly but I DO have my methods, and it is mostly deviating from these methods that has slowed me down
usually for glorious trainswrecks projects (i.e, small stuff) I make it so that no matter where I am, I can wrap and release the game- this means I have to close all buggy gaps/unfinished areas/unfinished mechanics when I'm not working on them otherwise I'll forget. this method is great cause it means when you get sick of a project, you can dump it out that same day
I've continued this method when making big games like Amy In Artland, cause it would drive me crazy if I had to keep track of unfinished areas, bugs, etc, as I'm working on it, especially with a world that big.
Anyway with regards to finishing bigger work... one of my first games ("D.S.A" (https://thewaether.itch.io/dsa) ) was a game I started all the way back in 2010. after a few months of work on it, it was then abandonned for nearly 3 years, and I became obsessed with the idea of tweaking it into something else and unable to figure out what I was doing with it. I took a course in game design from 2010 to 2013 that didn't really produce any finished work. After graduating, I walked around my hometown. now detached from the course, I found my mind was just a cloud of forgetfulness. It was like I couldn't remember more than 5 minutes ago. I was always tired. I became ANGRY. i remember I was suddenly overcome with ANGER that I had not finished the game. I became so outrageously angry that I picked it up, and just started working on it, even if it was crap. I had to do it to stop the rage consuming me. suddenly- working on the game was BETTER for my mental state than not working on it.
...and then I worked on it nearly non-stop for 2 years, and finished it in 2015. I released it and 2 days later Undertale came out. .....barely anyone played DSA and, thinking about it, that's fine cause it's not my best work. But it was two years of a LOT of learning and first-hand experience on making a game.
Flash forward a few years and the experience working on DSA has helped me finish more things. Here's some things I felt while finishing DSA:
...Anyway. the list of assets did, in fact, end and the game was complete and I couldn't really believe it when I did it
Now with even more experience, I have some more methods for finishing games.