Problem
So, in the last few months, I've been facing a content creation challenge. I've discovered that I can implement systems relatively easily and quickly, but I'm struggling with content creation because it's taking me too long. At some point, the systems in my game became flexible enough that I didn't have to think about them anymore, and the question of how to create content and what approach to use arose.
Since I'm creating a highly customizable roguelike in the vein of Caves Of Qud, it's important for me to find an approach where I can truly create "a lot" (within reason) of content (or at least stop worrying about it so much).
Among all the approaches, I was interested in one - the batching approach. However, I couldn't find many discussions about this topic in the game development community, and it seems that this topic is most often discussed in the context of social media.
Batching Approach
As far as I understand, the essence of this approach is to create a lot of content at once, in a marathon format or simply throughout the entire session, rather than dividing the work into separate time parts.
I've tried this approach before, and it seems to work for me - for example, I've tried creating an entire category of weapons instead of creating a single weapon, and I've been consistent throughout my work.
However, when I start to question why I didn't continue using this approach, I come across several other questions. At the core of my doubts is the belief that content created in this way may not be of high quality due to its lack of thorough thought.
But is this really the case?
For example, does the amount of time I spend thinking about the content affect its quality? - From my experience in drawing, I know that it usually takes me a minute to understand or at least feel that there is something fundamentally wrong with my image, and to make significant changes or create it from scratch. If we assume that this intuition is reliable (as long as we listen to it), then this approach seems promising.
Or for example, what about the meaning content? You know, Tolkien created the world of Middle-earth for 35 years or more. Should I, like him, think long about every item in the game, or not? I understand that this is largely a philosophical question related to goal-setting, but it also clearly relates to this working approach. Or is there a way to combine these things? I don't know. I just feel that the usual approach of coming up with a few small things and adding them to the game doesn't work for me and leads to procrastination.
However, I am curious about your thoughts on this and what other methods may exist. Perhaps there is a combination of approaches?