>>259750
That's an unfortunate truth of creative endeavors in general. When you know too much about the subject matter your thinking becomes rigid and derivative instead of experimental and exploratory and you usually wind up producing worse shit. In videogames for instance, you often find that people who are trying to copy an established genre or format of gameplay are more likely to make a shitty game than people who are just trying to make a fun game however works. I know there are some directors who look down on anyone who studied how to direct in film school precisely because all that theory becomes a filter between the director and the real world inspiration they ought to be drawing from, producing a more hackneyed or uninspired film as a result. In videogames too, people who are most interested in applying the gameplay design in terms of existing videogames tend to be the ones who produce the most uninspired garbage that mysteriously tends to flop or underperform because at some point they lost track of what makes games fun.
The trick is to be able to put that shit out of your mind and think freely, going back to the ideas of "wouldn't it be awesome if?" and experimenting openly. The goal of any creative endeavor is never to achieve whatever fucking orthodox theory exists for it, but rather to make something good and worthwhile, so feel free to ignore the rest in pursuit of just trying to develop a feel