Oh, hello!
I’ve had a weird und’ wiggledy few months!
I got a little lost in the sauce experimenting with a cozy sheep herding game:

It was very relaxing to make, but ultimately I felt like it wasn’t working for a few reasons:
Reason 1 – Mechanics Vs Aesthetics
The aesthetic and camera was designed around close, characterful shots, where the actual gameplay is designed around long, wide, helicopter style camera.

Reason 2 – Player Experience
The constant sheep movement added pressure, which detracted from the intended slow-paced relaxing experience.

Reason 3 – Scope
The scope of the game was larger than I would like, especially considering I’m currently working on a major project.

But the big reason that I stopped working on it was because:
Reason 4 – Voice
I couldn’t find a unique voice that I could bring to this genre.
Specifically, in order to fix the other issues, in reworking the camera, changing the game pace, reducing the content, the project would move away from the elements that made it interesting in the first place!
Effort Vs Value
All projects take a level of effort, and deliver a level of value (to you)!
When assessing what projects to pursue, it’s worth considering if the value (to you) is greater than the effort.

I recently talked about how I’m trying to approach Games as Studies, and in that mindset I want to be doing something new with each game.
That’s the value that I’m measuring.
Is the game is exploring a new idea?
Or saying something unique?
Or producing meaning fresh to the medium?
And for this project, after all the tweaks and fixes, the answer was…
NO.
Get in the Bin!

So, I benched this project!
But that’s ok!
Tech experiments and prototypes exist to be destroyed!
I need to be willing to walk away from games, or ideas, that aren’t working.
I need to remember that if something feels like an uphill battle in the prototype phase, it will feel that way for the entire development!

I learnt things, I made pretty pictures, I increased my skillset, and now I need to walk away.
A Final Note on Words!
I say “Bench” rather than “Abandon” for a couple of reasons:
Reason 1:
It makes me feel less bad about stopping projects.
(I don’t feel like I’m throwing it straight into the trash.)
and, more importantly…
Reason 2:
I often do re-work or re-use elements or ideas I developed in tech experiments or benched projects.
For example, I spent a while making a fishing-based survival horror game:

But I felt that the gameplay wasn’t interesting enough to make the scope reasonable, so I benched the project.
But then a few months later I came back, reworked the progression, changed the shaders, and made it into Midnight Ceiling, a tiny art-game about fishing up messages from other players:

Or, for another example, I spent a Saturday making this photography horror system:

But it was too confusing, so I benched the project.
But ended up re-using the camera systems in I thought You would write, my Play//Space game about taking photos and writing poems:

So that’s why I say benched!
…
Goodbye now!
I hope you have a lovely day!
