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submitted 7 months ago by ylai@lemmy.ml to c/gaming@lemmy.ml
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[-] vexikron@lemmy.zip 1 points 7 months ago

Hah, Ive gone uh, full tilt, and actually am working on making a game myself that will hopefully /actually have meaningfully innovative and compelling gameplay/, and i dont plan on or seem to have any real need to fall into the kickstarter/early access trap.

From a developer standpoint, both those approaches mean deadlines and managing expectations, which is basically maddeningly stressful and soul crushing.

From a gamer perspective, more often than not that means throwing money at a promise that at best will not live up to the hyped experience you have generated with the fandom, and at worst is just a total bust, failure, or scam.

So yep, my plan is tinker away for a year or two until the fundamentals are technologically sound and the actual gameplay is unique and compelling.

Then, only then, would i maybe release a demo or in depth teasers or testing session footage.

Yes thats right. Testing. Remember when games used to actually be playtested, not just for bugs, but for actual gameplay experience?

Many of at least my favorite games and mods were hugely shaped by tester feedback that radically reworked certain game elements to solve unexpected gameplay problems, or to further an idea that the testers found fun or useful that tje devs didnt even realize was really possible in the world theyd constructed.

Anyway... woo video games, shit sucks mostly these days but there are some notable basically niche exceptions, and hopefully i can make something thats at least niche successful.

In the words of a person i truly do think is an actual genius of game design:

These things, they take time.

Time where no one has any real clue wtf youre actually doing, haha.

[-] Che_Donkey@lemmy.ml 1 points 7 months ago

I remember the documentary on testing, very compelling stuff!

https://m.imdb.com/title/tt0456554/?ref_=ext_shr_lnk

this post was submitted on 03 Feb 2024
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