There are a lot of games in the que because Choice of Games held a contest that had 15 entries successfully submitted. In addition to those 15 games submitted, there are at least 5 (that I know of) that were started for the contest but dropped out.
Most WiP are part-time efforts that have periods of hiatus or dormancy that extends their life. Vendetta is an example of one that had a six year period of forum inactivity, although the author was working on it without attending to the WiP thread.
The reasons are as many as there are authors (one of the most common reason: converting the game from novel form is harder than it seems at first blush) so there is no real rhyme or reason to these delays.
I’ll provide you with a run-down on my personal experiences:
1st WiP - My Naive Plunge (aka Helvetti Rising )
Most people don’t remember this but some might remember @poison_mara’s infamous feedback that she thought my flowery, artistically-creative writing was about bestiality and animal fornication - what encouraging feedback
This was started when I first signed up with the community and I was familiar with game design and testing but not comprehensive creative story writing.
- Design of game mechanics: Took me about 40 hours to design and prototype
- Everything Else - TBD; suspended until further notice
This particular project, I was not ready for. I needed to learn the engine better, I needed to learn to write better and I needed to learn how to execute my vision better.
2nd Project - CoG Contest Entry
This took me the entire contest period. I started it on the day the contest was announced and submitted it the day the contest closed.
With this project, I tried the spontaneous writing/coding method. After designing the mechanics (another 40 hours) I just started writing and coding at the same time, learning in both writing and coding as I went.
For the first half of the project, I had a super testing advantage in that I had a couple of testers that knows CS coding inside and out. They were able to help me become 1000x better than I was on my own.
For the second half of the project, my testing team was interrupted by real life and I had to muddle my way through as best I could - coding is still my biggest weakness, although I still consider myself a novice at writing full novel-length story arcs.
I completed this project and it was accepted into competition, so it met the minimum requirements by passing all the automated tests.
When the results came back, it was apparent there were fatal flaws that existed and so I shelved this for now. From past experience I know that rebuilding a game is just as complicated as writing one from scratch, so I am going to make sure my skillset in coding and story-telling is at an acceptable level before revisiting this game.
3rd project - Contributions to Zombie Exodus: Safe Haven
It took me about a month’s total writing time to complete a side-arc’s worth of material that will be used in the upcoming 2.5 update. This included the basic choice structure but not the actual code, which was to be done by Jim himself.
4th Project - ???
I am currently investing in myself, trying to get my writing to a professional level - from conception, planning to outlining, pre-production and production. So far, I’ve spent a month researching and learning.
I am nowhere near beginning the pre-alpha designing of whatever my next project is going to be.
If you have specific questions relating to anything I know and have experience with, feel free to PM me. Unless it involves NDA material, I will be happy to share everything I have. In addition to the above:
I have 10+ years worth of game testing experience, so my perspective might be different than those coming from a writing background and sometimes this perspective helps.