That is true and you need to make choices that make sense for you. Do realize, this needn’t be a permanent choice. You can take a sabbatical of any length and just cuz you drop out doesn’t mean you can’t still play and enjoy IF or still interact with the community and even get back into it when things are different.
I banged out IFComp entries for like six years in a row. When real-life took more precedence, I stopped writing IF. I still plan to take it back up eventually when I can focus my attention and develop a concept that I want to work on, but until that feels right there’s no pressure. I’ve also been woefully bad at even playing IF personally, but I am still a Mod here and love assisting the community on this forum.
That is another factor. Where with novel/story/prose writing you kind of have to wing it and go through multiple drafts with basic writing and revising, IF has the dual layer of prose writing AND mechanical coding to make the prose work and behave the way you want it to. I have been through the gamut - starting writing my “magnum opus” several times with no clear idea where I’m going. It’s a lot of fun to code on the fly but like trying to drive across country without a map.
I eventually learned that scoping a project completely before you work on it in earnest highly increases the chances of finishing it - you have an actual map that directs you where to go next instead of blindly figuring out what your game is about and doing a lot of work that may be moot when you do figure things out eventually.
That’s not to say you can’t experiment. I prototyped the baking mini game in Baker of Shireton months before I started writing the game proper - but that wasn’t writing the game, that was me experimenting to see what worked best without the pressure of writing the game. Once I got that completed that was a huge big chunk that I could insert wholesale into the game and not worry about when doing the fun parts, like writing descriptions and snarky responses.
Scoping your game - or “mapping it out” with a clear outline and short-term goals proves invaluable. You don’t have to have every detail set in stone and there can be some discovery in the process, but like taking a road trip, it feels much more accomplishable to break it in sections - I’m leaving St. Louis and the first goal is to make it to Chattanooga, then. Atlanta, then Miami as milestones instead of just thinking of it as a single 30-hour drive with no way-points. You want to plan yourself several interim “Yay, I completed this part” opportunities in between.
You can also prototype without any specific game in mind. Built that machine or hunger system you like and experiment with it. At some point when you have several big pieces and systems sitting around your mental workshop, your brain will go “hey, what if this machine interacts with this hunger system and I can write a game that’s all about figuring out how to make a machine work so you can feed yourself…and vampires are cool, maybe the machine lets me be a good vampire and not drink blood from humans…” So many of my big ideas evolved and amalgamated from random chunks of smaller ideas grafted together.
This is also the advantage of speed-IF like Ectocomp Petit-Mort or just giving yourself leeway to write a short compact quick game - the planning is less extensive! You can have an idea and pretty much “wing it” and due to the shorter scope it’s accomplishable. Many people kind of shun short works or speed IF and want to write the epic magnum opus, but being able to actually finish several small projects provides insight into the beginning-to-end process you can apply to the epic magnum opus, and is really good for the ego: "If I can do a ten minute game, I can do a 30 minute game and I know how long that will take. Then when I can accomplish 30 minute games, I can make it last an hour. Then you’ve got a handle of IFComp length projects and insight about how you have to gear up to get them done.
There’s also a lot of creators who enjoy coding the games but don’t like writing them - they’ll make a parser device that works like clockwork for fun, but don’t know where to begin writing a story around it. Some authors feel themselves deficient at coding but are great at writing prose and descriptions and scenarios for game implementation. Those people make great collaborators.
I also think that some of the major appeal of AI story-generation to coders-who-don’t-like-to-write - they feel like they can generate their prose and do the fun part without involving a human writer collaborator who needs a lot more attention and might be less patient with the stops and starts many solo projects encounter.