What you don't want to hear from a gaming developer?
Aug 31, 2018 0:46:18 GMT
Lee, Vy, and 2 more like this
Post by natashina on Aug 31, 2018 0:46:18 GMT
Ah, our beloved gaming industry. The source of many stories, adventures and journeys. A medium that has shaped our culture over the last 40 years as surely as television had by the 1990s. I go back to 1978 because Pong had been a hit for nearly 4 years at that point.
A source for buzzwords, Flavor of the Month genres and home of the occasional empty promise. Bad ideas, games that live in landfills and a lot of cringe.
Over the years, there has been phrases that I loathe hearing from game developers. Phrases that make me sigh and shake my head. These terms and phrases that usually put a lot of skepticism in my head about whatever game is being talked about. Here's a few to get the ball rolling.
"Open world experience." This has become a royal pain in the butt over the last 5 years or so. Ever since Skyrim became a runaway success, game companies have been falling all over themselves to create large open spaces. The problem is that these companies aren't Bethesda. Most haven't been spending decades using an open world formula and perfecting it. A few companies do this well, but many do not.
So what generally happens is that the player has these large pretty spaces with poor game design all over it. Either the maps are almost completely empty or the devs feel like they have to stuff every nook and cranny with busywork. The player's connection to the rest of the world can be harmed by this busywork. "What does collecting 10 bear butts have to do with the world-destroying threat?" If the area is too empty, it can leave the player feeling isolated. That can also severely harm the overall experience.
For me, I'd rather companies stick to their strengths in their world building. If a story works better with a more linear experience, then leave well enough alone. Padding out the game with pointless collect-a-thons, meaningless sidequests and other such nonsense constantly makes for a more frustrating experience.
"Too video-gamey." Okay, I love and appreciate the evolution of this medium. However, since it is interactive, making something too much unlike a video game can lead to counterintuitive controls, confusing plot and frustrating gameplay. It depends upon the game of course, but this happens more often than not.
"Games as a service." I'll let you guys take this one.
A source for buzzwords, Flavor of the Month genres and home of the occasional empty promise. Bad ideas, games that live in landfills and a lot of cringe.
Over the years, there has been phrases that I loathe hearing from game developers. Phrases that make me sigh and shake my head. These terms and phrases that usually put a lot of skepticism in my head about whatever game is being talked about. Here's a few to get the ball rolling.
"Open world experience." This has become a royal pain in the butt over the last 5 years or so. Ever since Skyrim became a runaway success, game companies have been falling all over themselves to create large open spaces. The problem is that these companies aren't Bethesda. Most haven't been spending decades using an open world formula and perfecting it. A few companies do this well, but many do not.
So what generally happens is that the player has these large pretty spaces with poor game design all over it. Either the maps are almost completely empty or the devs feel like they have to stuff every nook and cranny with busywork. The player's connection to the rest of the world can be harmed by this busywork. "What does collecting 10 bear butts have to do with the world-destroying threat?" If the area is too empty, it can leave the player feeling isolated. That can also severely harm the overall experience.
For me, I'd rather companies stick to their strengths in their world building. If a story works better with a more linear experience, then leave well enough alone. Padding out the game with pointless collect-a-thons, meaningless sidequests and other such nonsense constantly makes for a more frustrating experience.
"Too video-gamey." Okay, I love and appreciate the evolution of this medium. However, since it is interactive, making something too much unlike a video game can lead to counterintuitive controls, confusing plot and frustrating gameplay. It depends upon the game of course, but this happens more often than not.
"Games as a service." I'll let you guys take this one.