Gamer79
Predicts the worst decade for Sony starting 2022
Kind of a universal guide to creating a game that does not get instantly bombed or univerally liked
1. Make fun the center of the game. Forget all the technical aspects or graphic fidelity. The number one thing a developer should be asking themselves is it fun to play? Get friends, get family, hell random youtubers would do it for free, just let people play the game and determine if it's fun. If it's not, back to the drawing board. That has to be the focus
2. Keep the politics out of your games. Most people see sex/gender through the same lenses we always have since the beginning of time, Male/female. I am older and to me that is common sense. Read the room and realize there has been a major culture shift. The moment any developer puts something like "non binary" as a choice the game will almost certainly get review bombed and flamed. Regardless of how you feel about it, that's reality.
3. Shorter and better: I often find that many single player games are too long. My personal taste for the perfect length of a single player game is 12-20 hours. Often games these days drag on for 60 hours plus. Most of the 60 hours is filler and often times it's always not "fun." Condense the games, put more fun in a shorter amount of time. Also lets ditch the open world for every fucking game. It's getting old and only few do it right. If a game is 12-20 hours and it's really good I could always replay it in my mind and there could always be different paths.
4.Older genre's can still work: There are empty spaces or genre's of games that just do not get made anymore. A proper Arcade Racer, or pure FPS, or Turn based RPG on a large scale could be a great seller if done right. The issue is other developers have made these type of games with half effort and of course failed and blamed the genre. I get it that the cost of game development is so high and most publishers/developers want to play it safe but there is just entire holes and genre's of games that never get AAA releases anymore. Take a risk and make a high quality game in a genre that is not "mainstream." It has shown in the past that it times these become mega hits. Balatro got game of the year nominations for a spin on fuckin poker. Creativity is needed in this space.
5. Release a game that is not broken or needs major patches before it's playable. Beta testers: It's not secret that today's games are released with bug's and depend on consistent patches to fix them. What is insane is these companies spend a ton of money on Focus groups and game testers and other bullshit to test these games. They could do this much more cost effective and much more cheaply. There are people on youtube (lots of them) that go around and just break games for "speed running." Often times when developers of their own games see what these kids can do they are shocked. Hell reach out and end email's to these kids and let them play the game for a few months before release. Most of them would do it for free or even for a 12 pack of mountain dew and doritos. Get a team of these speed runners to play any game before release for a few months. These fuckers will find the holes.
6. Optimizie the fucking games: There is no reason why games like Final Fantasy are struggling to run on a 4090. Many games today release with crazy requirements but do not look much better than my 10 year old games. Some games come in over 200GB and you wonder what the hell for? Optimize the damn games. Care more about Quality. I miss the Nintendo "seal of approval" days. At minimum every game should release at 1080/60 with jsut average hardware. If the game releases with Stutters or needs Hardware Requirments that most users do not have, go back to the drawing board and optimize the damn game.
1. Make fun the center of the game. Forget all the technical aspects or graphic fidelity. The number one thing a developer should be asking themselves is it fun to play? Get friends, get family, hell random youtubers would do it for free, just let people play the game and determine if it's fun. If it's not, back to the drawing board. That has to be the focus
2. Keep the politics out of your games. Most people see sex/gender through the same lenses we always have since the beginning of time, Male/female. I am older and to me that is common sense. Read the room and realize there has been a major culture shift. The moment any developer puts something like "non binary" as a choice the game will almost certainly get review bombed and flamed. Regardless of how you feel about it, that's reality.
3. Shorter and better: I often find that many single player games are too long. My personal taste for the perfect length of a single player game is 12-20 hours. Often games these days drag on for 60 hours plus. Most of the 60 hours is filler and often times it's always not "fun." Condense the games, put more fun in a shorter amount of time. Also lets ditch the open world for every fucking game. It's getting old and only few do it right. If a game is 12-20 hours and it's really good I could always replay it in my mind and there could always be different paths.
4.Older genre's can still work: There are empty spaces or genre's of games that just do not get made anymore. A proper Arcade Racer, or pure FPS, or Turn based RPG on a large scale could be a great seller if done right. The issue is other developers have made these type of games with half effort and of course failed and blamed the genre. I get it that the cost of game development is so high and most publishers/developers want to play it safe but there is just entire holes and genre's of games that never get AAA releases anymore. Take a risk and make a high quality game in a genre that is not "mainstream." It has shown in the past that it times these become mega hits. Balatro got game of the year nominations for a spin on fuckin poker. Creativity is needed in this space.
5. Release a game that is not broken or needs major patches before it's playable. Beta testers: It's not secret that today's games are released with bug's and depend on consistent patches to fix them. What is insane is these companies spend a ton of money on Focus groups and game testers and other bullshit to test these games. They could do this much more cost effective and much more cheaply. There are people on youtube (lots of them) that go around and just break games for "speed running." Often times when developers of their own games see what these kids can do they are shocked. Hell reach out and end email's to these kids and let them play the game for a few months before release. Most of them would do it for free or even for a 12 pack of mountain dew and doritos. Get a team of these speed runners to play any game before release for a few months. These fuckers will find the holes.
6. Optimizie the fucking games: There is no reason why games like Final Fantasy are struggling to run on a 4090. Many games today release with crazy requirements but do not look much better than my 10 year old games. Some games come in over 200GB and you wonder what the hell for? Optimize the damn games. Care more about Quality. I miss the Nintendo "seal of approval" days. At minimum every game should release at 1080/60 with jsut average hardware. If the game releases with Stutters or needs Hardware Requirments that most users do not have, go back to the drawing board and optimize the damn game.