Hey folks! I'm a big fan of game style stories and I find the work that people put into theirs impressive. A few months back I was constantly creating content for my game style stories, just tons and tons of chapters and point checks and link chapters and so on. It was really addictive and I was proud of my work. Near early April, however, I made a new non-game story, which, again, I'm very happy with the progress on. It's drawn some wonderful collaborators! Since then, I'm finding it super hard to get back to my game stories... I believe there are a few reasons: 1) The feeling of getting collaboration and stuff on an easy to write for story is just such a rush, it's hard to give up! 2) I can write so much faster without doing the testing. 3) I work all the way up to a stopping point before publishing all the new chapters so the player won't be stuck in limbo. I thought this was a considerate way to do it for my readers, but if I'm being honest, it has a drawback: the story appears on the front page much less often which I suspect may translate to less exposure and feedback. Not that I'm writing for the clicks or anything, but it is always nice to see people reading! So all in all, I'm finding it terribly difficult to get back to work on my game stories, despite loving game stories! Does anyone have any advice for when you feel bummed out working on a story like that, or what might help me get back in the mood?
I have the same issues - well, 2 and 3, at least - with my own game story. I guess the thing that keeps me going is the knowledge that I'm building a single, cohesive story where the reader is truly the master of the character's actions. Most CHYOA stories offer just a few decision points in a given branch, generally where another author has decided to add their own spin. That's fun and all, but the experience of going on an adventure determined not by whatever the author felt like writing but by the choices you personally made as a reader is an incredibly rare one, even on this site. It really comes down to whether you can appreciate your own work for what it is, not whether it's popular.
I for sure understand what you're saying -- it's super duper easy to burn out. I would say, first of all, that there's nothing wrong with focusing on the options that give you the most happiness. If you're having a blast doing a normal story and getting more feedback and working with collaborators, then that rocks! There's no reason to lessen your exposure to that fun just out of a sense of duty to the people who enjoyed other stuff you were making for them for free, ya know? Though I'd definitely let them know that you're stopping (or that you're taking a longer but temporary break) if that is the choice you end up making, since it's not nice waiting for something that's not coming without knowing about it. Now that that's out of the way, and you know that guilt's not a problem at all, here's my advice for if you actually do wanna go back to the games: Games have their own advantages over non-game stories, just like non-games have advantages too. You should see if you can find what those are for you, and try focus on 'em! For me, it's having layers and layers and LAYERS of hidden text for different variables, so that some of the chapters are essentially like eight chapters. That probably wouldn't be the example you were into, because it does mean way less time on the front page as well as less chapter that could be liked (since it's a million chapters on one page), plus it's not something that you can write faster, but it's an example of finding one thing you really like to lock onto. Hub chapters are a pretty good way to speed up the writing a bit, too! Kinda. Plus, if all options link back to it, then it's a nice way of keeping the story centred and not having it split off in all sorts of direction. It's a dumb way to go about saying it, but my basic point is that if writing non-game stories appeal to you for a whole list of reasons, you should try to find the list of reasons that make writing game stories appeal to you, then focus in on those aspects. And, if you can't find enough to justify doing both, then there's nothing wrong with focusing in on just the non-game ones (assuming you let the readers know!).
Hm, very good points. In the end, it's just a different type of satisfaction. I think I'll give it a shot working on it again tonight and see how it goes. And you know I appreciate all your dedication to hidden text and branches in Becoming a Warrior, Almax. Thanks for the advice.