[HN Gopher] Indie Game Dev: Assessing Risk
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       Indie Game Dev: Assessing Risk
        
       Author : generichuman
       Score  : 8 points
       Date   : 2023-08-19 20:52 UTC (2 hours ago)
        
 (HTM) web link (derekyu.com)
 (TXT) w3m dump (derekyu.com)
        
       | stephc_int13 wrote:
       | The biggest risk for an indie game dev is not the chosen theme or
       | genre or style, but the team, the funding and even more
       | importantly the motivation of all the parties involved.
       | 
       | Talent is mostly sustained hard work, usually over years, decades
       | or even a life.
       | 
       | And there is also luck. People always underestimate luck.
        
       | GenericDev wrote:
       | I've played a lot of Spelunky. I mean, I have played A LOT of
       | Spelunky. I consider Derek Yu to be a great designer.
       | 
       | I also think Spelunky classic was the best version of his series
       | on account that the aesthetics and soundtrack were so banger.
       | 
       | That's why I wanted to preface everything before I made this
       | statement. Spelunky 2 is one of the "worst" games I have ever
       | played. I mean this in a very nice way. However, I consider it
       | incredibly disrespectful to the players.
       | 
       | In order to see the "true" ending of the game you have to do an
       | insane number of really esoteric tasks to get to what is called
       | The Cosmic ocean. And, in this Cosmic ocean you then spend 99
       | levels working in what is arguably arbitrary hell to complete it
       | so that you can finally "beat" game.
       | 
       | https://youtu.be/UbTW3F2F4PI
       | 
       | What I find so disrespectful about Spelunky 2 is that the
       | experience is frustrating as hell. And, that's intentional. He
       | has designed the game in order to elicit that response, but that
       | doesn't mean that's necessarily a good thing
       | 
       | And in one of his axes he lists broad appeal, however there is no
       | way any person in the general population can even remotely
       | approach the skill level required in order to enjoy this aspect
       | of the game. And, some people might say "get good", or "you need
       | to learn to play the game", but I don't find that to be a
       | sufficient explanation or sympathetic response to those who
       | really do enjoy the game, but are locked out of really
       | interesting parts of it based on tedium that requires incredibly
       | long playthroughs that require incredibly difficult tasks to be
       | achieved in order to see it.
       | 
       | And, I get it as a designer he made the choice that this is how
       | the game should be played, but I cannot really ever get over how
       | the game has changed between Spelunky classic versus Spelunky 1
       | versus Spelunky 2. And, how much he made a point to enforce that
       | experience through design decisions.
       | 
       | I'd also like to touch on the fact that each following iteration
       | changed from interesting to an art style that felt more like
       | McDonald's art instead of sticking close and cute like the
       | original Sprite art that was created.
       | 
       | I have put so many hours into Spelunky and it's crazy because I
       | would expect to have nice things to say about a game that I spent
       | so much time playing, but for me I really wouldn't suggest
       | Spelunky to anyone because of the design decisions from Derek Yu.
       | In fact, it's my top choice for games that get in the way of
       | themself to the detriment of the player.
       | 
       | So I guess all of this rambling is to articulate that Derek Yu
       | does know some things, and he has been successful, but I don't
       | consider his opinions to be very valid regarding what makes a
       | good game for the general audience.
        
         | newobj wrote:
         | Yeah, so why did you put so many hours into it?
         | 
         | It's a roguelike with a high skill ceiling. You're not meant to
         | win every run. Like most roguelikes.
        
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       (page generated 2023-08-19 23:00 UTC)