Start out small and move on to bigger things, eh? Given that that seems to be EXACTLY how AGS itself has been developed, I'm not surprised at all. And mind you, it's not a bad philosophy in the least. It's made AGS popular, and admittedly, there's much we can learn from you all. 
I dunno... it just seemed to me like the original poster, having already created a game, might just have been ready to start a more ambitious project. In that case, I thought that maybe finding an "epic" idea he liked enough to stick with rather than force himself to limit himself may have been another option.
Still, I completely understand what you all mean by really ambitious projects that never get finished. (I mean, I was part of the SCRAMM community once!) I find that I'm the kind of person who sticks with an idea to the end, though, and it may be that I'm more motivated than the average person. (not that I mean to gloat or anything) A lot of SLUDGE developers are like that too; though it was pointed out that a lot of projects that were started two or three years ago and had working demos and everything are now dead. Heh. Again, I think AGSers might be on to something.
Really, though, I'm still a huge "quality over quantity" person (even though "quality" is a VERY subjective word). I think the key really is to know one's own limits and make the best of them. (Admittedly, though, most n00bs don't know their limits and think they can do anything, in which case they should probably be sent to http://www.sloperama.com/advice.html)
Anyway... Eric, you think your company'll still be around in two and a half years, when I graduate? Truly, working on GBA games with small teams does sound quite tantalizing. Might be better than being just another drone at EA or whatever, in any case.

I dunno... it just seemed to me like the original poster, having already created a game, might just have been ready to start a more ambitious project. In that case, I thought that maybe finding an "epic" idea he liked enough to stick with rather than force himself to limit himself may have been another option.
Still, I completely understand what you all mean by really ambitious projects that never get finished. (I mean, I was part of the SCRAMM community once!) I find that I'm the kind of person who sticks with an idea to the end, though, and it may be that I'm more motivated than the average person. (not that I mean to gloat or anything) A lot of SLUDGE developers are like that too; though it was pointed out that a lot of projects that were started two or three years ago and had working demos and everything are now dead. Heh. Again, I think AGSers might be on to something.
Really, though, I'm still a huge "quality over quantity" person (even though "quality" is a VERY subjective word). I think the key really is to know one's own limits and make the best of them. (Admittedly, though, most n00bs don't know their limits and think they can do anything, in which case they should probably be sent to http://www.sloperama.com/advice.html)
Anyway... Eric, you think your company'll still be around in two and a half years, when I graduate? Truly, working on GBA games with small teams does sound quite tantalizing. Might be better than being just another drone at EA or whatever, in any case.