Best example on why this advice is useful is probably Mushroom Kingdom Fusion. The fan game was designed to be the 'ultimate' video game. Hundreds of levels, about 30 playable characters, tens of power ups, tons of different graphics, hundreds of enemies and bosses and a soundtrack to rival Super Smash Bros.<p>Eventually it crashed and burned hard, because the codebase because almost impossible to debug and the game ridiculously unbalanced because it tried to be everything to everyone.<p>I also think this game (Tobias and the Dark Sceptre) is a good example to bring up in regards to giant topics and insane levels of ambition. It finally got finished, but it did spent 13 years in development because of it:<p><a href="https://www.youtube.com/watch?v=2b0tSu0QDQ0" rel="nofollow">https://www.youtube.com/watch?v=2b0tSu0QDQ0</a><p>That said (and I'm probably going to be seen as insane for saying this)... I'd prefer more people followed their dreams and tried to be ambitious than that we got a bunch of 'safe' projects in every area. It may take time. It may sometimes literally take decades. But whether it's research, article writing, game development, programming or business, I still have a lot of admiration for the people willing to put everything into a ridiculously overambitious and unlikely project on the off chance it might work out.