Pick a small topic for your creative project
blog.prototypr.io
blog.prototypr.io
枯れた技術の水平思考
or
"Lateral thinking with withered technology"
Build something unique and innovative using widely available, likely outdated, but understood technology to surprise and delight.
It's amazing what sorts of creativity constraints eke from design. Cheap, powerful hardware is everywhere nowadays, but I don't see so much in the realm of interaction design that delights me the way these machines did. Some of it is the nostalgia factor, but I think it is also the serenity, simplicity and purity of the medium.
160x144 monochrome pixels on the GBP, and 512x384 on the Mac. But, if I think about it, there was so much that was accomplished there, and it makes me question just how much I really need.
I'm going to take the rest of my day to think about recreating the pure, simple, serene delight of what these machines made for me for the rest of my day. Thank you, friend. You have reminded me of some of my very favorite things.
[0] https://en.wikipedia.org/wiki/Gunpei_Yokoi#cite_note-8
[0a] http://i51.photobucket.com/albums/f377/stadsport/000_0254.jp...
[1] https://en.wikipedia.org/wiki/Macintosh_SE
[2] https://en.wikipedia.org/wiki/System_6
[2a] https://en.wikipedia.org/wiki/System_6#/media/File:Sys6scree...
(you can play "cartridges"(=programs) others made in the browser here: http://www.lexaloffle.com/bbs/?cat=7&sub=2&orderby=rating)
On the other hand, it isn't very good advice if you are an engineer building a creative project to expand your skill-set. In that case, you want to constantly be exploring new paradigms.
Back when I started programming, I wanted graphics modes that didn't exist, higher res, more colors, more cpu power. What I didn't realize was that I was creating problems that were largely out of my control. I should have worked with the existing medium and embraced what was possible.
When I told her I was starting a PhD, Linda Rising said to remember that "You don't have to drain the swamp, you just have to kill one alligator." I keep the quote on my wall.
If there is a deadline, or if there are other requirements, then let size be determined by those. Just sounds like the author is frustrated with his unfinished projects. Personally, I wouldn't be. I've got a ton.
Eventually it crashed and burned hard, because the codebase because almost impossible to debug and the game ridiculously unbalanced because it tried to be everything to everyone.
I also think this game (Tobias and the Dark Sceptre) is a good example to bring up in regards to giant topics and insane levels of ambition. It finally got finished, but it did spent 13 years in development because of it:
https://www.youtube.com/watch?v=2b0tSu0QDQ0
That said (and I'm probably going to be seen as insane for saying this)... I'd prefer more people followed their dreams and tried to be ambitious than that we got a bunch of 'safe' projects in every area. It may take time. It may sometimes literally take decades. But whether it's research, article writing, game development, programming or business, I still have a lot of admiration for the people willing to put everything into a ridiculously overambitious and unlikely project on the off chance it might work out.
As for your last paragraph, I wouldn't say that being small and focused means being "safe". In fact, it could be quite the opposite. Focus on the one thing that makes your product (or art or whatever) different from all the rest, and get that done ta a satisfactory level before expanding to bigger things. It's not always applicable or possible, but being focused is unrelated to being "safe".
Projects often end up being bigger than you plan, and you don't want to end up in a big project based on a small idea.