(This also goes for studio meddling too, which is just suits trying to guess what the public/investors want)
This happens so often in all media, not just gaming, to the point I wonder why no one has caught on. Sometimes its good to just fuck around and make something you like and just hope that the public like it. Sure, a lot of the time it doesn’t work out, but 90% of the time the biggest lasting impacts in media come from something people thought wouldn’t do well with the public.
Studios thought Jaws would fail.
They also thought Star Wars would fail because at the time SciFi was considered B grade
Game Freak never thought they would get to make more than one Pokémon game. When they were localizing it for the US they thought about reskinning it into a baseball game to appeal to American kids
Same goes for Final Fantasy. They thought they were only going to make one. That’s why it’s called Final Fantasy.
For the love of god, just let creatives fuck around. At least that way if they make trash, it’s at least earnest trash from the heart.
Do not listen to fans
Creatives need to be open to some level of constructive criticism. Especially when it comes down to the actual implementation of concepts. However, I agree that the criticism shouldn’t come from the fans themselves because quite often they don’t really get the point of the artistry. More precisely, even if it is weird and off-putting, if it within the narrative or scenic theme of the piece, audiences will more readily take to and accept it.
That said, I have no idea who TF was talking to about Spamton, as I thought he was exactly on theme for the online world. Like, yeah no shit, of course you hate looking at him and he’s ‘scary’ he is literally the embodiment of spam. That said, I always found him extremely funny.
players are great at finding pain points, they’re also fucking terrible at telling whether the discomfort is on purpose, and are even worse at coming up with solutions when it’s not
I agree, something I only realised after listening to someone more knowledgeable than I is problems of one of my all time favourite piece of art and gaming, Hollow Knight Silksong, the game is just amazing, one of the best ever, however ‘the cult of difficulty’ has really changed what a metroidvania should be. Like rewards for instance, comparing to original Hollow Knight and especially to Castlevania games, Silksong gives rewards far less compared to those games, similarly its gauntlet which doesn’t give you shards or beads which sucks a lot because while fighting in tough arenas of fools you get geo at the end. It is a problem with game design doesn’t ruin the game completely but is just a problem since nothing is perfect however for many it is difficulty levels when these things can’t be solved with difficulty levels, you can’t fix progression and how much currency is available in early game with a easy-hard option, difficulty options can be differently implemented like how there’s a slower option in Ghostrunner, you still have to learn the combat and you still lose with one shot, but projectiles come just slow enough that they’ll give a new comer more time. So yea, listening to fans is maddening, it is better to take constructive criticism in a general sense rather than listen to fans.
like how there’s a slower option in Ghostrunner
what ghostrunner needed was a steadycam. fucken earthquake camera ass
Same goes for Final Fantasy. They thought they were only going to make one. That’s why it’s called Final Fantasy.
It’s called final fantasy because the original creators thought the idea of ‘final fantasy XVI’ sounded funny
This is the truth I was lying
It takes the bigger owl to admit when you’re wrong
Unfortunately burrowing owls are one of the smaller owl species
Oh i thought it was Borrowing owls and y’all really just liked going to the library and maxing out your dvd and paperback limit
Its okay I do that too
I thought they needed to borrow a bigger owl to be able to admit they’re wrong, and the owls that are available for this purpose were called borrowing owls
lastgamefinalv16pt5.docx
There was a pretty good Game Maker’s Toolkit episode that delved into this question.
r e a l
They also thought Star Wars would fail because at the time SciFi was considered B grade
that’s an interesting assumption, I’d have guessed that Grade A scifi was rare because of the nature of creating prop, sets, and effects for world building that imaginatively could exist in the future, but almost no one had done well before. Very little stopped you from hiring good writers in the 1970s, but money probably stopped you from doing original research and development on novel propwork for literally every scene in your movie.
it’s a good thing you guys aren’t designing ultrakill or it would suck









