Recently, there have been a few threads on the forums - I'm not going to dignify any of them with linking to them - that, ignoring the moaning, ignorance and naivety, struck a chord with me. In these threads there are two opposing views as to the type / scope of games people wanted to make.
On one side are people saying that they "don't want to make flappy bird clones" and are instead wanting to make AAA style games.
On the other side are people saying "there's nothing wrong with flappy bird clones", and that, as community, we should be proud we're getting a good quantity of games onto the various app stores.
I generally side with the latter of these, that it's better to have a realistic expectation of what can be done in a reasonable time frame so projects actually get completed. Making AAA game, in terms of graphics and depth of game play, is unrealistic for the majority of people on these forums, not for lack of skill but more because people are working on their own and or in their spare time.
However, for the past few months I've been feeling that maybe the pendulum can swing too far and what I would call "realistic" is actually more a lack of ambition. My first "proper" game was Purple Complex and, regardless of it's quality, is the most ambitious game I've made but took me three years to complete. My next game was Hover Car Race Challenge Accepted! which was a game that was realistic as a project, which I made in about ten weeks. Then there's Alien Killing Room, which is a game of such low ambition that I find it a little embarrassing.
My current project is probably an a par with Hover Car in terms of ambition and I've almost got it finished. In my defence, I'm going through a bit of a learning curve with AppGameKit and touch screen controls and what not. I like that I'm actually finishing projects - it's a good feeling - but I'm wondering if I aught to show a bit more ambition for my next project. The problem is, I don't think I can face spending two or three years on one project and taking on multiple projects is just a recipe for disaster.
The other thing I worry about is that maybe the advice we give to people to be more realistic in the way they choose their projects is really little more than encouraging mediocrity.
I feel we should celebrate ambition, maybe even over ambition, and that an ambitious project half finished is just as good as or maybe even better than a fully playable "flappy birds" clone.