An important thing to note: I wouldn't call this a fool-proof way of getting creative, necessarily. I tried this just now, and writing down my concerns and "stoppages" actually brought up some pretty good points as to why not to bother.

I tried this for gamedev, just for some background. I've been putting off starting some sort of one-off game in Unity even though people scream at me "just make something!!". I thought about why I was hesitating to do so, and wrote down a Blank Page. Here's a few notable things I came up with:

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> It's too hard on my own.

Games are multimedia projects. They incorporate audio, video, input, networking, etc. Game development teams are composed of experts in each of the fields the game touches. It's like making a movie, and making an entire movie on your own is somewhere between extremely difficult and laughably impossible.

> It involves a lot of planning.

In order to make games the "right" way, you need to design the right way from the very beginning. There's a lot of prep work ("preproduction") that involve determining gameplay systems, art and sound direction, and a whole bunch of other things in advance.

> It's not something I already know how to do.

True, nobody is born knowing how to make a game. But that just means you need to gain the skills in order to do so, which involves learning said skills, which involves time and effort. Therefore...

> It's a big time investment.

Making a game is in fact a significant time investment. Even if you're offloading graphics and netcode work to someone or something else, you still have to write gameplay code, playtest, debug, redesign, and iterate. Games can and often do take on the order of years to develop. And even outside of developing the actual game itself, the skills needed to even start (e.g. programming, game design, art, etc.) are things that people spend their entire lives mastering.

> I won't really be able to make something worthwhile.

Even if you do spend your free time putting your game together to the point where you're happy with its polish and development, it can still ultimately be an uninteresting failure - in which case, all that time and effort is arguably time not well spent. That's a huge blow, especially in a day and age where free time is at a premium. This makes trying to make a game a much less appealing prospect. And even if someone can make something worthwhile, it'd be after a few games that aren't as great anyway, so that time and effort spent multiplies.

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Writing this down actually helped me put my concerns into words: games are not single-person endeavors, even for relatively simple ones. Books can be written by a single person since they only touch upon a very specific subject and field that's reasonable for a single person to handle, but games are a very different beast that tie together many different disciplines. To put it in software development terms, books are comparable to web apps and command-line utilities, while games are more comparable to operating systems and enterprise software.

That's not to say the Blank Page exercise isn't worth it, not at all - it's very helpful for organizing your thoughts and for self-reflection, and you can see how it helped me. But sometimes, if you procrastinate so much over doing something, the reality is that you might just not want to do it in the first place.