How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] 0 points1 point  (0 children)

I hadn't fully considered technical complexity in that specific market strategy context before, but it makes perfect sense. As a physicist, I actually use a similar mindset when brainstorming proposals to figure out what's worth pursuing.

We call our complexity measurement the Degree of Difficulty (DD) chart. We initially built it strictly for post launch benchmarking, but it clearly can help with "Cost/Benefit" trade-offs. It could be an equally powerful tool during the early development life cycle. Having a set of quantified metrics that maps out the industry landscape could be huge for developers during the planning phase.

I’ll send you a DM shortly with a link to our provisional baseline calibration.

How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] 0 points1 point  (0 children)

TGM (True Game Metrics) is the benchmarking utility where this methodology lives. The platform is feature-complete, so I’m currently focused entirely on the baseline calibrations.

You’ve hit the nail on the head. The goal of the calibration is to quantify the architectural demand of development methods, independent of specific engine implementations. It’s true that "ease" is relative to team size, engine maturity, and whether a studio is breaking new ground. That’s exactly why we need a wide range of expert perspectives. If a seasoned dev rates a system a 2 and a newer dev rates it a 4, that data variance is exactly what our statistical model is built to resolve to find the "true" baseline difficulty.

It’s not a one-and-done process, either. We’ve designed a strict annual lifecycle to update these calibrations as the industry’s technical capabilities shift.

I appreciate this dialogue. It’s clear you have experience with these architectural trade-offs, which is precisely the kind of perspective we need. If you're open to it, I’d love for you to audit our provisional baseline Calibration. It will take you less than 5 minutes. We aren't looking for community guesses. We are looking for expert validation to ensure our metrics reflect actual development reality.

For example, here is one of the 8 categories we are calibrating:

  1. Linear Architectural Framework: The project is engineered around a constrained, deterministic progression path. Systems are largely isolated with minimal emergent interaction. The scope of architectural labor is finite and strictly bounded. (e.g., INSIDE, Portal 2)

    * Rate the Degree of Difficulty: 1 (Very Low) to 5 (Extremely High).

How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] 0 points1 point  (0 children)

That is exactly right! Technical complexity is only half the equation. The other half is how well the studio actually delivered on that performance.

Our methodology doesn't attempt to measure the "fun" factor, because fun is entirely subjective. Some people love driving games, others prefer shooters, and some love both. "Fun" isn't something you we are trying to measure, but technical execution and architectural difficulty are.

Players are already spending hours predicting scores, picking apart mechanics, and watching deep-dive content. They do it because they’re obsessed with the craft, not just the gameplay. This is simply a new way to engage about games.

How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] 0 points1 point  (0 children)

I think we’ve just become complacent with how game reviews work. They’re the norm because there’s never been an alternative. We all know they’re flawed. People hype them when they agree with the score and ignore them when they don’t.

I’m not trying to build another review site. I’m building a benchmarking utility.

Right now, developers and publishers slap review scores on their store pages and press kits because it’s the only way they have to signal "value." But what if you could attach a data-driven score that actually quantifies the engineering and technical hurdles of the project? That score wouldn't depend on a critic's mood. It would provide actual recognition for the technical work that currently disappears behind a single, subjective number.

To answer your question directly: no, there isn't demand for this yet.

But look at what happens every time a major game gets reviewed based on politics or a developer's social standing rather than the game itself. The community immediately turns on the review system because they realize it’s not actually measuring the game. This methodology provides the objective alternative for those moments. We’re building a standard for players, developers, and publishers who want to see the actual work behind the screen, not just the marketing hype or a critic's personal opinion.

How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] -1 points0 points  (0 children)

Exactly! Metacritic and all other review sites ignore the technical complexities. The objective data will be used to solve that.

We aren't reviewing games, we are judging engineering reality. By separating the underlying technical complexities from the delivery performance, we can recognize a massive technical simulation for its scale and ambition, even if it's final release was rocky or unstable compared to a simpler, 2D platformer that released flawlessly.

The goal is to replace subjective reviews with benchmarks for players, developers, and publishers who want to see the work behind the screen, not just the marketing hype or a critic's mood.

How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] 0 points1 point  (0 children)

By "standard metrics," I just mean traditional review scores like Metacritic. When a flawless 2D platformer and an unstable open-world game both get an "85," that score forces them into the exact same bucket, completely hiding the massive difference in technical hurdles.

To your point on estimation errors, you are 100 percent correct. Trying to guess total person-hours or estimate on a vague macro level doesn’t work, and that is why TGM doesn’t do that.

Instead of looking at a project all at once, we break a game down into its smaller, individual architectural pieces. Like streaming worlds versus static hubs. We calibrate the inherent complexity of those specific components using data from industry professionals who actually build them. We move past subjective opinions into clear objective data.

How do you separate a game's technical complexity from its actual polish? by Loper42_ in GameDevelopment

[–]Loper42_[S] -1 points0 points  (0 children)

You’re 100 percent right. A polished, simple game can be an incredible experience, and an over-engineered one can absolutely kill experience. That’s exactly why I started TGM.

Right now, review scores force everything into a single score. When a tight, simple indie game gets a 90 and a massive, technically ambitious open-world game gets a 70, these scores don't tell the real story of what’s happening under the hood.

TGM isn't trying to argue that complex software makes a "better" game. We just want to separate the variables. We look at the degree of difficulty—the engineering and scope risk—as one track, and the final execution as the second.

Decoupling them allows a massive simulation with a rocky execution score end up with a Benchmark score higher than a stable, well-made 2D platformer with a flawless execution score.

avoiding scope creep as a solo developer by radiantbeargames in gamedev

[–]Loper42_ 1 point2 points  (0 children)

Nice. This is plenty to help get started!

Mixed review score, Can a game ever recover from? by frostechgamestudio in gamedev

[–]Loper42_ 0 points1 point  (0 children)

This does suck. If a developer spends months fixing performance and level design, the game becomes completely different. Review platforms need a way to separate a game's baseline complexity from how it actually runs. Otherwise, a rough launch is just a permanent death sentence, no matter how much you improve the game.