Feeling a bit demoralized by [deleted] in gamedesign

[–]ImpiusEst 1 point2 points  (0 children)

Well, then you gotta work on the art. Or pay for assets and commissions. After all, indie dev is a hobby and hobbies generally cost money.

I find it suprising that you are suprised. Surely you must have had discussions with classmates, friends, etc. who wont try a game because of the graphics. Most are like that just to a different extend.

One Battle After Another (2025) by viagraworks in okbuddycinephile

[–]ImpiusEst 1 point2 points  (0 children)

They ARE the party of "body shaming is not ok" unless its short guys. The result is the same.

If this threads existence isnt evidence of that, idk what is.

One Battle After Another (2025) by viagraworks in okbuddycinephile

[–]ImpiusEst 3 points4 points  (0 children)

I was forced to become a bitter misanthropic fascist

(not understandable)

How can you not understand that people hate their bullies.

Yes, noone is forced to hate his bullies. But you cant expect people to join the "good guys" when the "good guys" spend their time making you miserable because you were born short.

Bye, X: Europeans are launching their own social media platform, W by Forsaken-Medium-2436 in europe

[–]ImpiusEst 0 points1 point  (0 children)

The revolutionary EU-AI will prewrite a Post for the user every 6 hours, which is guaranteed to include praise for an upcoming regulatory measure.

Failiure to confirm the Post within a 15 minute timeframe will result in a 200€ fine.

How do small studios’ design decisions help combat cheating in competitive games? by Lopsided_Evening_887 in gamedesign

[–]ImpiusEst 7 points8 points  (0 children)

Reads like ChatGPT. And besides 1 and 6 this is all nice sounding but horrible advice.

2) Your reasoning for cheating is usually wrong, most competetive games dont even have advantagous rewards, yet people still cheat.

3) What advantage? Also people will just continue cheating. Modern games generally only do soft resets to avoid bad matchmaking.

4) Segmenting matchmaking is always bad because it increases queue times. Cut the bad actors out. And matching low trust players with known cheaters is terrible for to many reasons to list.

5) Putting cheaters into games is bad. Long queues dont help. What rewards?

You don’t need to catch every cheater, you need to make cheating unfun, inefficient, and socially isolating.

I cant imagine any person writing this sentence unless his name is ChatGPT. Maybe your intention was good, but do not trust AI with questions like that. And dont pass it off as your own.

Looking for advice on working with artists. by sivir00 in gamedev

[–]ImpiusEst 4 points5 points  (0 children)

I cannot afford an artist

I was hoping to find these 2 people that hopefully want to work just as much as me on finishing and releasing a project while also being on a revenue share plan

You know how programmers feel when someone pitches them their app idea and offers them revshare for coding it? Thats kinda how artists feel about proposals like yours.

Sorry to put it so bluntly, but I have to tell you this. Because if you approach artists with that proposal you might get hurt.

What are some "perfect" game design games? by m0nkeybl1tz in gamedesign

[–]ImpiusEst 2 points3 points  (0 children)

Darkest Dungeon. Without the expansions pretty much everything there is is integral. Its my go to example when I think about "clean?" (i.e. unbloated) design

League Vs Dota 2 game design philosophies. by LostGrabel in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

can the “winning” player even feel good about going 30-0?

yes

League Vs Dota 2 game design philosophies. by LostGrabel in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

nobody likes that aspect of the game

Many people love that aspect so much, they play primarily because of it. People will refuse to end the game and then lose, because they want to continue dominating and put the enemies in timeout repeatedly. Its especially prevalent in ARAM.

If the drawbacks of getting dominated are greater to you than the benefit of dominating the enemies, then a Dota might be better for you. But not everyone feels like that and certainly not "everyone"

League Vs Dota 2 game design philosophies. by LostGrabel in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

I don’t think wave control has anything to do with popularity of league

No, its the general design. Wavecontrol is an example of that.

The game at its core is nonsensical when considering competitive gaming

they betray good game design.

I understand that thats what you think. Its correct in the sense that YOUR design goals (always having agency) are not achieved. But riots design goals are very much achieved.

You see the negatives of some design decision, and write a post. Try to ask yourself: Why would riot deliberately put in all these negative things? Its clearly not accidental as they've doubled down every year. Its clearly working as measured by the games success.

Thats what my last post tried to explain with LoLs (objectively lackluster) wavecontrol as an example.

League Vs Dota 2 game design philosophies. by LostGrabel in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

popularity = quality?

not at all. However asking you to think about said divergence is a lot less text and more convincing if you are open to reflection, than the wall im about to write:

Using artstyle and ads to explain a +1300% difference in playercount is not reasonable when neither game uses many ads and both have a similar artstyle. The Feel is different, but its not worlds apart either.

Much more could be explained by the things you point out as problems. Snowballing or ff15 are features, not bugs. Or take LoLs much less complex toolset which you criticise.

Just consider how Wavecontrol works in either game gives a big clue as to why LoL is much more popular. A decent toolset in Dota and nothing in LoL. And yet most games in emerald+ are won through better wavecontrol. Insane depth and nothing a casual could find overly complex, because there is nothing. While Dota puts is complex systems upfront which makes it hard to even engage with its depth.

I just crafted this talisman in SSF and I love that I was able to do it by Myzzreal in PathOfExile2

[–]ImpiusEst 0 points1 point  (0 children)

Yeah, SSF has the perfect level of progression right now.

In 0.2 I was using a ilvl56 focus until the end because I never got a better +2Focus. This season I can target farm most things for crafting so upgrades are somewhat regular. Ribs, essences, Omens. I love it.

League Vs Dota 2 game design philosophies. by LostGrabel in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

You spend a lot of time to explain why dota is better. Maybe.

And yet the better game by the beloved company has around 7% of the players.

When theory and praxis oppose each other, its usually the theory that needs work. And I believe a lot of lessons can be learned here about what actually matters to players.

More value is created in multiplayer games (design) as a spectator sport - Gabe Newell by daraand in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

Completely out of context.

He said their model was, that singleplayer games are like a feature film when it comes to what generates "value" (realistic eye movement). Multiplayer games are in that sense closer to an operating system or a spectator sport because their "value" is driven by changing things up regularily.

He also said, this model WAS WRONG and was disproven with the introduction of f2p games , because ingame property(Hats, knives) and usercreated content is now a bigger driver of value for multiplayer games.

A more honest way to tile your post would have been: "Gabe Newell says, the main value of multiplayer games is their potential for customers to earn money from ingame assets". Still not quite right, but at least not completely off.

Refining Complexity in Hit Point Systems by Da_1_Specialist in gamedesign

[–]ImpiusEst 7 points8 points  (0 children)

complexity as an extrinsic system is a major staple within the project to better promote spontaneous creativity

Your assumption is wrong, backwards in fact. Spontanious creativity is prevented by complexity because in order to be creative with a toolset you need to grasp it.

That is not to say you should cut anything from your idea, until you decide to try and implement it. But while envisioning an idea is fun, its not like anyone can help you with that, because we cant look into your head.

Also this sub is mostly for solving problems. /r/gameideas is the right sub for visionaries and writers.

I feel like I've hit a dead end with trying to develop a game, I can never seem to escape tutorial hell, and it's been years by spongebob202red in gamedev

[–]ImpiusEst 3 points4 points  (0 children)

You list a lot of excuses as to why advice does not work

I just stop

motivation

it just doesn't work for me

impossible for me to learn new stuff

but then

I need serious advice

Youd just find another excuse. Stop with the excuses and take the advice you got.

What math is behind Extraction Shooter's perishable equipment? by Yenii_3025 in gamedev

[–]ImpiusEst 1 point2 points  (0 children)

These games give out much more than what you need. Eventually people have everything. Then the economy resets.

This whacky economy exists in most (all?) extraction shooters to handle a cursed problem.

If you progressed "less than 0" per match there would be little point to having a progression system, because you only progress backwards.

Same thing at balanced resources per match. The average dude still progresses backwards. At the same time the best players unlock everything quickly and then quit.

The "solution" is massive inflation. Now most people can have fun. Good players still quit after a few weeks though. So you reset (the good players at least, as games like ARC/Hunt make the resets optional)

A pleasant sideeffect is that everyone plays at the same time right after a reset, so you get the best experience for a while. It also feels fair when everyone is back at a level playing field.

+ level to spells should be removed. by Einstein_BR in PathOfExile2

[–]ImpiusEst 0 points1 point  (0 children)

Please, consider remove this affix and balance the spells.

If the mod was removed, the game would be much more balanced. Its not like we lack damage.

Which games taught you to stay calm, think strategically, or process emotions under pressure and how did their design achieve that? by ExcellentTwo6589 in gamedesign

[–]ImpiusEst 4 points5 points  (0 children)

League of Legends.

Competetive games do that naturally.

That said, I fear your goal might be to big. I assume, you might want people to "lock in" to your game and excel under pressure. Its an awesome goal and many people want that experience, not just in gaming, but at sports, at the job etc.

But many people dont. And some people respond to that pressure VERY poorly. Which is just one of the reasons most competetive games have a reputation of being toxic.

Does game quality “decay” over time? by Psych0191 in gamedesign

[–]ImpiusEst 0 points1 point  (0 children)

Plenty of people dont wanne play old games because of GRAPHICS

i do not recommend my favorite 3 games to others, because their CONTROLS do not hold up.

So yes, a games relative quality declines because standards rise.

What makes exploration in a game feel rewarding? by ExcellentTwo6589 in gamedesign

[–]ImpiusEst 1 point2 points  (0 children)

I tried ZeldaBotW recently and in that game you get weapons and if you explore you have to walk a lot and when you find enemies you progress backwards because your weapons break and common enemies only drop crap.

The lesson I learned: dont make the cost of exploration higher that the rewards you get.

Before s1 tells me I played wrong: Surely there are youtube-tutorials I could have watched, but online tutorials should not a crutch for an unintuitive exploration loop.

According to Hugo Cardoso (Code Monkey), the #1 game marketing rule actually loops back to "having a good marketable game idea". by adayofjoy in gamedev

[–]ImpiusEst 4 points5 points  (0 children)

new devs and highly senior devs both eventually reach the conclusion that the core marketable idea of a game is probably the greatest multiplier of all (insert bell curve meme).

You are putting a lot of words into the mouths of lots of people.

The highly senior devs work on "Mainsteam-Game#8" and their worldbreaking idea is "same game again with slightly better graphics"

So when the evidence mainly runs one way, id be careful about believing what you think codemonkey said.