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> Analogy: Heck, I dont think a success factor of a novel is determined by the tools used by the writer, it can be notepad, ms word, or just pencil and paper, but CREATIVITY IS.
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This. As someone who has written several manuscripts, and published one, I can tell you that it all boils down to creativity (and good grammar, of course:P). As long as the tool is capable, and the person using it knows what he/she is doing, there shouldn't be a problem. I think people tend to get a case of grassisgreeneritis, and want to hop platforms just because "someone did something cool over there, I can too" and then jumps ship every time something new comes out. Those are the people that never finish anything. Just my opinion, of course.
I completely agree. While it can be said some tools have limitations that stifle creativity to a degree (for example, if you couldn't include audio but were making Piano Simulator 2015...), the main limitations when it comes to game design are creativity, understanding of game mechanics, and patience. Patience is a big one, because you won't make the world's most amazing game overnight. Patience also entails understanding, because if you like your game, there's certain to be 50% of people that probably won't and you can't please everybody. They might bitterly insult your game, but just ignore them; if there's no helpful criticism, then it isn't beneficial to take on-board.
Another important quality I find helpful is OPTIMISM! You might tell friends and family you're making a game where ____ happens, with lots of graphics and sound you'd paid a composer to create, and they'll bring out the 'You should spend your time doing something else, what's the chance your game will make something of itself?' rhetorical question. The point is, if you love what you're doing and aren't purely doing it for money, then WHO CARES?! Do what you like to, and when the game is created you can look back at the process and be grateful you were able to participate in such a ride. Not many (on a global scale) attempt it.