One of the problems with DBP is it's capable of so much, so you feel like that's what you should be aiming for. It also has a basic syntax and beginner feel, so you feel like you should be able to use it. But, in reality, that's all just going to catch you out.
When I started to make games, it was in GWBasic and then QBasic. To draw graphics in QBasic, I had to get hold of a 3rd party library I didn't quite understand, which had a few basic commands. You could draw dots, clear the screen, set the palette etc. That was it. So I started off with landscape generator engines (2d side on stuff with one level, like a very basic worms 2d), and other stuff. It was dog slow. My point is, I spent years doing that, and because the tools I had at my disposal were so basic, I didn't feel bad that I couldn't achieve much.
Despite DBP being a beginner language (of sorts), the learning curve is still incredibly steep if you try and make a 3D game straight away. Really, if someone had the self-restraint to start at the bottom and gain experience and work their way up, I would recommend something like:
-Start by making simple text adventures to learn the basics of programming
-Add graphics to the text adventures using the 2d command set (sprites etc). Eventually start to animate them
-Make a simple 2D game like pong
-Move up to something more advanced like asteroids or pacman
-Implement the same game in 3D, with some basic camera movement
-Work on top down 3D games, so everything moves in 2D, but is in a 3D environment
-Then try something full 3D
That's for someone very new to programming. Each step should take several months. That'd probably follow along the lines of how I learnt, except mine was spread over a year or two per step. You could condense that down massively into a much shorter time span if you work hard at it, but if you start with full on 3D games, you will miss out on establishing a good foundation of knowledge.