Recently I went back and replayed the quest for a king demo I made as a teenager.
Looking back, I spent so much time making the engine honestly one of the most impressive quickbasic RPG engines but even to an extent when the more impressive RPG engines on MS-DOS, but really I had more than enough game engine to put together a game with about 10 hours gameplay that probably would have been pretty popular out there in the wild. Instead I was always looking at the games like final fantasy that you could play for hundreds of hours, and the game engine that was perfectly acceptable for a 10-hour game was completely inadequate for a 200-hour game.
But defining your scope is one of the core things in project management, and at the time I had absolutely no concept of project management so the game was always doomed to failure.
Looking back, I spent so much time making the engine honestly one of the most impressive quickbasic RPG engines but even to an extent when the more impressive RPG engines on MS-DOS, but really I had more than enough game engine to put together a game with about 10 hours gameplay that probably would have been pretty popular out there in the wild. Instead I was always looking at the games like final fantasy that you could play for hundreds of hours, and the game engine that was perfectly acceptable for a 10-hour game was completely inadequate for a 200-hour game.
But defining your scope is one of the core things in project management, and at the time I had absolutely no concept of project management so the game was always doomed to failure.
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