Ok, guys. I have some news for you all that many of you may be disappointed with, but bear with me.
After some careful deliberation, I've decided to end most of my projects.
This isn't a decision that I'm making lightly, and I'll explain my reasoning for each of them.
Lost at Sea: I had a lot of fun running this. A lot. But it's not really shaping up to be what I wanted it to, and it's my fault for that.
I put too much emphasis on each individual in the game, and not enough on the group as a whole. I put too much work into having them look right, and not on what it was they were doing. It ended up being that people were instead focusing on making each character act they way they viewed their persona, and trying to instigate shipping, as opposed to actually trying to get things done in the vein of how a Build-A-Village game should run. And it's my fault for that, as I encouraged it for the most part.
I don't want this to end, but really, it would be easier, and more entertaining for me, to simply restart it, and do it right this time, then to try to fix what has already been done.
There will be a sequel to Lost at Sea, but this one has to end.
E.V.O.: This game is pretty much victim to the same symptom as Lost at Sea, in that I did it wrong. I wanted a game where you would evolve a creature into a higher life form, and get to constructing a home for your creatures. But I made the start of the game the way one would do a very short-term style game, or an arena combat game, not one of growth or evolution. It didn't promote the right idea that I wanted, and again, it's my fault for that.
Again, there will be a sequel to E.V.O., as well, but it's gotten to the point where it would be too difficult to fix.
tWoOtAPRtD: This one was also very fun for me to do, and I think it was good practice for me to work with things like menus, but really, there's one thing wrong with it. It's not my world, it's freeform's. I can't think of something that would make sense in his world, I'm not creative enough.
Heck, half of the reason that all of the rooms in The Wind Beneath Your Feet looked identical was because I couldn't think of anything more creative than that, and that was with my own material, where I already know everything in the storyline that could influence it. I can't do half of that in someone else's world where I'm completely clueless as to the reasoning behind everything.
It was fun, and the idea of a speck of power in freeform's domain was tantalizing, but I have to let this one go.
Six-Shooter: The mindlessness of this one was really fun, but it's a lot more work than it looks. Just dealing with 11 people in the first round was a pain before the death toll started to rise, and more than double that would be a massive amount of work.
That said, I'd feel particularly bad ending it before I could even test out some of the things I had added for the second go of it, so I'll at least do it some justice, and do the second round before I end it.
I'll give it one last go before it's time.
I know that there are a lot of people spread out amongst these games, and really, I'd rather not end them, but it's something I have to do. I hope everyone understands, and I promise that from now on, I'll be putting a lot more work into my games, and trying my best to stick them out to the end, and most of all, starting them out right.