[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)