I always loved to build stuff out of Lego bricks back then. Of course I also played with what I assembled, but nothing lastet long, and overall I spent more time building than playing. The only drawback was that I could only create static objects. Computers, on the other hand, allow me to not only come up with static data, but also with the processes that act on it. I like the feeling of power that this entails. Instead of merely utilizing predefined processes when playing a game, I'm able to
make them. The freedom and expressive possibilities seem infinitely greater. I'm not restricted by anything but myself and the tools I use.
Figuring out the key abstractions and devising a model that conveys and communicates them most efficiently, has always been an interesting challenge to me.
Archonus wrote:Making a game is work. You might enjoy the work, but that isn't really the point of work, is it? It's to get something done, not to enjoy yourself.
What you see as tiring work might be an enjoyable challenge to someone else. That certain someone might not even think of it as "work".
Archonus wrote:I would also say it is more fun to play a game someone else has made than one that you yourself made.
That depends on if your enjoyment can be spoiled by your knowledge of the game. A simple puzzle might be trivial if you knew the answer, but can you ever know all the right choices in Go? The UFO/X-Com designer said something like that he knew the game was good, because he couldn't figure out a perfect strategy.
If your game gets complex enough, you can't predict every possibility, even in action games. And that isn't even a bad thing per se, because some of these unforseen behaviors may benefit the game's complexity (e.g. trick-jumping in Quake, combos in SF2).