I appreciate the comments, Mr. Bo.
My first released game (technically also the first game I spent more than 10 hours working on...I began work on a "test" game just to acclimate myself to the software) was started very soon after RPGM3 was released (I came to the community in September of 2005), and was released in April of 2006, a span of 7 months. I DID take about a three week vacation from game creating in the middle there somewhere just to distance myself from it a bit, to prevent any serious burnout, but for the most part, I worked on my game a good number of hours during that time. I roughly guestimate it took me over 200 hours to create and playtest the thing (and that's not counting all the times I just turned on RPGM3 and didn't even touch the controller, and instead just sat and brainstormed). So I know all about sustaining the passion in the creation process.
As I mentioned, the game does not necessarily have to be LONG (gameplay-wise) for me to be fulfilled. I just honestly don't see the point, from my perspective, in making something simple. The majority of the enjoyment I derive from creating games with RPGM3 is through challenging myself to see a limitation or liability in the software, brainstorming, and then figuring out a way to sidestep these limitations (or even turn them from liabilities into benefits) and have the software accomplish these complex ideas for coding that I tinker around with, and have it work the way I need it to.
Basically, creating complex (by RPGM3 standards, anyway) coding through using logic and problem-solving, is what really drives me to continue creating games. If I was to make something simplistic, it would not be a challenge, and would therefore cease to provide me with a desire to keep working on it.
So, yeah...it's not the game's length I have problems with; it's the amount of brainstorming and coding I need to incorporate into my games to keep me interested that is the major problem. Because once I reach one of those "Eureka!" moments, and then I need to spend the next 5-10 hours of creation time doing "busywork," I tend to lose interest in my project very quickly. I know it's all part of the creative process, but if I'm not being challenged, I lose interest and want to start working on my next "brilliant" idea. This problem is exacerbated by the lack of a copy or clone event function in the software. The second game I worked on, a proposed sequel to my first released game (Series 1), was going to involve manually entering the code for close to 40 events of 5-6 modes each, 30-50 lines per, that were for all intents and purposes (with a few slight changes) identical. Thus, "busywork," and a loss of interest.
I've mentioned before in various threads and IMs to different people that I tend to concentrate on manipulating the code first and foremost in all the games I make, with a story coming in, not quite as an afterthought, but with much less priority placed upon it. In the process of brainstorming for new ideas after the release of A Series Aside, I came upon a really interesting, creative idea that I knew would work, but would involve a lot of work (ie-coding), and after just having finished the code-intensive ASA, I needed to make something fairly light. So I decided to focus on a game that would have an interesting, cohesive storyline as the main focus, which is something I had never done before.
Unfortunately, after more brainstorming, I came to the realization that in order to tell the story I needed to (and "challenge" myself in the process), I would have to create two episodes (games) which played out chronologically simultaneously, 2 "teasers," one for each episode, a third episode which was tangentally related to the first two (and was the initial idea that I had wanted to wait on due to its complexity), and a prequel. If I would not be able to create all of these (with the possible exception of Episode 3, which could be dispensed with if need be with no real detrimental effect to the story I intended to tell), the story I had envisioned just would not work.
So after I began publicizing this "Series" of games, I realized what a huge hole I had just dug myself into. I completed and released the first "teaser," and began work on another 2 of the games, but at that time, the Mag's contest reared its head, so I put this massive undertaking aside to try to make a game for the contest. As usual, it turned out to be a lot more complex than originally envisioned, due in part to a "creator's block."
The garbage contest at the Pav then was announced, and it was literally a breath of fresh air, and very freeing and liberating. It was the first time in a LONG time where the creation process actually began to feel fun again instead of being "work" or a chore.
Sorry for the wall of text, but in short, that's my way of saying that "short" games just do not suit me.
Again, thanks for the support, Mr. Anonymity. I truly appreciate it.