If you're a beginner, MAKE A BUNCH OF SMALL PROJECTS before attempting your giant dream project

Elaborating on why in this thread
First, what do I mean by a small project? I mean take less than a month to make and release it. Hell do them in a week if you can. However small you think I'm talking about, go smaller than that. If this makes the game you tried to make suck, then so be it. That's how you learn
You will learn how to prioritize what to work on, how to cut content, how to finish a project, how to handle criticism, and the quick dev/release cycles will teach you things about what kind of designs work or don't work much much quicker than you would learn otherwise
"Your first 10 games will suck. Get through them as fast as possible."
(can't remember where I heard this quote or a variation of it, but it is very true)

You are going to make crap at first. Nobody's first games are good. You want to keep the stakes low while doing this
You might have a big dream project you wanna make. Great! Starting with smaller projects will both get you there faster AND make sure that it turns out better when you finally do it.
See: The Wait Equation. Going big too soon and launching a spaceship that will take 50000 years to reach its destination will get there slower than just spending a few hundred years making a ship that can get there in 50 instead https://www.centauri-dreams.org/2006/11/24/barnards-star-and-the-wait-equation/
There's some examples of devs who's first game was a big passion project and ended up being a massive success. These are the exception, and often times they DID make smaller games first, or practice their skills in other mediums, you just didn't see those.
Most importantly, while making a bunch of smaller projects, you may stumble upon something amazing that you never would have otherwise because you were tunnel visioning on your dream project too much. If you want to expand one of those into a big project, absolutely go for it
There is a reason why this is the most common piece of advice from experienced devs. It might not be what you want to hear if you want to instantly make your space trading dragon MMO, but it is the best way to reach your goals
addendum 1:
this applies to any creative field, I am a game developer so I mention games a bunch here.
addendum 2:
some people seem to be dismissing this as "advice for professionals not hobbyists", no, its focused on beginners in general. I don't think people should be career focused while they're still a beginner anyway, you gotta figure out if you like doing it first
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