Do you think indie-devs are honing their gaming skills enough? Are you serious about being good at your own game?
I don’t want to name examples, because I don’t want to make a thread about specific games (and also because I’m gonna be quite harsh), but I’ve had quite a few dissappointments in the recent months with a successor to a multiplayer first person shooter, that I have played for a long time and that I’m pretty good at. They’ve released a new entry in that series, and myself and a couple other players were baffled time and time again by the decisions the devs made and the kind of issues they seemed not to see. I don’t think I’ve ever played together with the devs or seen them play for long, so I asked the community if the devs are actually good at their own game. And the answer from people who have played with them was that they are definitely not among the top players of the game. And that would indeed explain a lot of the issues that I have with the game. Granted - a lot of it could be mitigated if they were better gamedesigners - which I also think they aren’t, but it would certainly help them see or anticipate issues better, if they were on the level of their competitive scene (which I think is yet a step above me in terms of skill, but not by a huge margin).
Another game that I played has a team where the main decision-maker is clearly one of the best players of his game. Maybe less than half a dozen people could beat him 1vs1. I tried - I’m definitely not among them. I think that gives him a unique edge to see some issues that us normies wouldn’t even be able to see or consider, but have meaningful effects on the game.
In the “even more indie” areas of development I often see issues in the implementation of basic things like movement controllers, that make me think “FFS, have you never played a ‘good’ game in your genre before?”. There are flaws that are glaringly obvious to gaming veterans, that as far as I can tell a majority of solo-indie devs neither see nor look for.
This may be an unpopular opinion, but I don’t think “playtests will solve everything”, because the really good players are somewhat rare too and might not have interest in playing our half baked broken mess to tell us what’s wrong with it. I think there is no replacement for having the mindset of a hardcore play-to-win gamer when it comes to designing and testing your own systems and avoiding common design pitfalls like boring dominant strategies, unsatisfying, lagy or imprecise controls, impossible to beat or too easy “hard” difficulty modes etc.
If I recall correctly, bossfight designers on Dark Souls games have to demonstrate being able to beat their bosses without getting hit once, to get them into the game, and I think that’s an entirely reasonable requirement.
If you have any interesting examples, please share.
I’m hoping I can motivate at least one of you, to take a close look at the closest released game to the game that you are making, study high-level strategies of expert players of that game, “git gud” yourself, and come back to this thread in the future (lets say in 6 to 24 months) and report back how it affected the development of your own game and how it changed your opinion of your own and comparable games. Did it help or hinder you to sharpen your gaming skills? What happened that you expected and what surprised you? Or have you even gone through this process in the past and can already share your experience? That would be even better.