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Beating Design Block

By Alcritas


Touring the BOE Webring and Message Boards, it’s not hard to find several dozen planned scenarios set to be completed for some undetermined date in the future. In many ways, I find it very ironic that I cannot think of even a single instance where a scenario was completed after having a ‘scenario-preview’ page dedicated to it for any real length of time prior to its release. Perhaps time will prove me in error, many of these scenario’s authors claim to be still laboring on their scenario, planning to finish it at yet some undetermined date. Personally, I’m skeptical. So what keeps these scenarios from being completed? In my experience and observation, Design Block. Design Block tends to take on three distinct forms:
  1. A lack of (workable) ideas.
  2. A lack of desire to work with the editor.
  3. A lack of desire to work on a particular scenario.

  1. A lack of workable ideas subdivides into two categories:
    1. a lack of a meta idea or ideas to base the scenario around, e.g. a plot or a theme, and
    2. a lack of suitable ideas to fulfill a particular need within a scenario, e.g. an inability to think of a puzzle or dungeon theme.
    A is far less common, and much easier to correct. Most everyone has a dozen ideas for scenarios, it’s putting them into form that proves the challenge. If for some reason you’re unable to think of an idea for a scenario you want to make, and still feel compelled to write a scenario, there are several places you can look for discarded scenario ideas. Try Caligula’s Scenarios Project page for one.
    B if far more common, and often tougher. Many times while designing a scenario, I’ll be at a loss for what to place within a given dungeon or similar area. Often I know I’ll need another set of combat or some puzzle to make the scenario work, but I’ll be lacking in ideas. There’s no sure fire way to beat this, but the most effective solution I’ve found is this — concentrate on what the BOE editor can do, rather than trying to subjectively brainstorm. I’ve come up with numerous ideas just browsing the special node lists, and wondering what I could do with each of them. Working within the editor for ideas both provides you with a starting point, which often helps, and usually guarantees that whatever you come up can be done within the editor’s limitations.
  2. Sometimes you just don’t feel like programming any longer.
    Many days, you’ll just lack any desire whatsoever to put any work in with the editor. My advice is this — some days, you’ll simply lack the time to work with the editor, there’s nothing you can do about that. For days you can work on your scenario, however, make sure that you do. I have a rule that whenever I’m designing a scenario, every day that I have time to work on it, I must spend at least 30 minutes on the scenario. Many days I’ll be inspired, and spend much more time. But some days I’d just rather do something else. But those 30 minutes get put in, and they add up. What’s more, whenever I don’t feel like working in any way, I spend all the time on scut work, things I’d rather not do in any situation. That way, whenever I feel inspired, I can program the most interesting portions, and my inspiration doesn’t diminish. By putting a mandatory minimum amount of work each day, your scenario will always be making progress, and you’ll find more incentive to finish it.
    This problem tends to get especially bad close to the end. During the last couple of days on Kalloskagathos, and the last week or so with Of Good And Evil, I lacked any desire to continue programming. While I certainly could have abandoned programming for a bit, I decided I would rather finish the scenarios, and then take a month’s hiatus, than the other way around. When I’m near the end, near being relative to the size of the scenario, I’ll compel myself to sit down and program until I’m either finished, or I have to be elsewhere. The toughest part of any scenario is finishing it, but once you get over that wall, the reward is very much worth it. There’s nothing like finishing the last spell check and play through, and sending the scenario off to your beta testers. Let them do some work while you relax. ;-p
  3. Not wanting to finish the scenario, and instead start a new one.
    This is probably the form that kills most scenarios. People work on a scenario for quite some time, but then become disappointed in it. Sometimes their skill with the editor has increased so much that their previous work isn’t adequate in their opinion. Sometimes they’re just sick of the idea, and want to move on to something fresh. And sometimes they, and you should. I abandoned my first scenario, Kaleb’s War, after 60 towns because it simply wasn’t that good. I left Superpower after a month’s work because I no longer liked the plot. But I’ve also finished quite a few scenarios. For every scenario I’ve programmed, even when I transported The Staff of Kayolith, there came a time when I was sick of the scenario, and wanted to start something new. My advice is to only do this when, A) The old scenario is both very poor and unsalvageable, and, B) The old scenario cannot be completed in a timely fashion, are true. If you ever want to finish a scenario, you will almost certainly have to work through this at some point. The grass always appears greener, but don’t abandon your work simply because you have a new idea. If anything, finish what you’re on now, and then start the new idea. If the scenario you’re working on is truly unsalvageable, try tying it up quickly. A finished scenario that has a more abrupt ending than you planned is much better than a scenario that will never be finished. Sometimes you do have to abandon a scenario, but only do it as a last resort.

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