I've said this before and by golly I'll say this again. I don't think the point of amateur development should be to simulate the expectations of a commercial market. With that, I don't mean in any way that amateur should be "crappier" but simply tak advantage of the possebility of not needing to score many buyers. It's a bit like small press; it is often shorter, less slick and has it's moments of odd occurances, but it's unique, charming in it's personal execution and often highly enjoyable.
I myself have wandered that path of experiencing the posseibilities of AGS, and creating whilst enjoying the process. Then came the big project, and I work and work to achieve gameplay beyond your wildest expectations. Only to take one break too many, and now 2 years of work is doomed dead and lie on a disk somewhere.
There's another step too. You get to a point where you start question the very creation itself. Why do I make a game about this? Sheer entertainment? What do I wish to give the player, because a game is experiencing, no? I think many can feel this without reflecting on it. Somehow, the ideas just aint good enough. Not good enough to bother anyway...
I myself have wandered that path of experiencing the posseibilities of AGS, and creating whilst enjoying the process. Then came the big project, and I work and work to achieve gameplay beyond your wildest expectations. Only to take one break too many, and now 2 years of work is doomed dead and lie on a disk somewhere.
There's another step too. You get to a point where you start question the very creation itself. Why do I make a game about this? Sheer entertainment? What do I wish to give the player, because a game is experiencing, no? I think many can feel this without reflecting on it. Somehow, the ideas just aint good enough. Not good enough to bother anyway...