Hey duder,
I've been busy, lately, too... Goofing off playing Star Wars Battlefront 2 because I've been procrastinating on working on my game because I don't like writing story events. Also spending a lot of time at the girlfriend's place, but that doesn't have anything to do with procrastinating.
About the finishing problems... I used to have that problem, too. I'd get a novel written and then every time I read it I'd make changes to the narrative. I could phrase that better, or say this in a different, better way. If I was still a perfectionist to that extent, I could probably spend the rest of my life getting nothing done. I've changed over the years and learned to accept my imperfections and those of things that I create. The best advice I can give: Let it go. Let it be what it is and be happy with it.
The way I did the story for my game was--you know, it feels like I've said this a gazillion times both here and at the Pav--and I don't know if it would work for you, so I'm jes' makin' conversation here.
I role played the characters in real time as I wrote each story event. When I'd go to write a new story scene, I didn't know how it would turn out (aside from the obvious; a boss encounter usually leads to a fight). Aside from the obvious things that need to happen in the story, I really had no idea how the conversation would progress. I let each character be himself, and they played out the conversation pretty much on their own. Then I let it be what it is, for better or worse. I did some editing later, but only on cosmetic things, like using a better turn of phrase or wording a narrative part more efficiently. I think I did one edit, maybe two in a few cases, then I let it be. It is what it is, and I'm happy with it.
But in your case, there's gonna come a time when you gotta let it stand.
I've often wondered what Ice's (Gitaroo's) games are like, with next to nothing by way of battles. To someone like me who puts more stock in gameplay than story, it sounds ... I dunno... like just walking from one story event to another. Is that what it's like? My current projects are centered around the gameplay of fighting bad guys, collecting loot, purchasing better equipment, and ... looking for more bad guys. Even secrets, extras, and stuff on the side, are based around the fact that the player could benefit from gaining accessories or what not that improve the party's battle readiness in some way. I have difficulty envisioning an RPG with so few battles.
The reason why I bring this up is because I've been working on a large saga for about 10 years now, fleshing out the world and characters and stuff, and it's become more of a story than a game. It started as an idea for a game, but it's become a story. And if I eventually do try to make it into a game... I dunno... it would be kinda like walking from one story event to another, with little by way of gameplay to interact with.
My big problem with designing my current projects is getting overhwelmed by the scope of it. I have to take it one baby step at a time, do one small thing, and not focus on how big in scope it is. Hopefully, all those baby steps will add up and I'll be able to finish it.