MagicManICT wrote:kabuto202 wrote:SnuggleSnail wrote:Again, pointing at a complicated & subjective issue and saying fix it doesn't rly do anything
Remember that time that a gamer provided a solution to a problem and it was a good solution that didn't cause 50 other issues? Yeah neither do I.
It's not the player's job to solve the design issues with a game. That's the developer's job. Players are most useful when identifying things they like or don't like, but are consistently shit at getting to the root of the issue. People who think otherwise are just clueless.
To be fair, small team indie devs don't really have a great track record of solving them, either. Big team, big budget studios that can create a dozen solutions and throw them at a team of playtesters and product testing come up with "ideal" solutions.... More often than not, but it still isn't a sure thing. In my opinion, a good idea is as likely to come from players that take a strong logical approach to the issue as from the small indie dev team. Even if that idea isn't implemented 100% as stated, it's a start to the fix.
DRetZ wrote:is it worth to play right now ? or i should wait for the world 13 ?
kabuto202 wrote:It's just a function of time and proficiency, which is why people who don't make games for a living tend to be a bit shite at it.
MagicManICT wrote:kabuto202 wrote:It's just a function of time and proficiency, which is why people who don't make games for a living tend to be a bit shite at it.
"Problem solving" is a skill like any other. Some people are natural at it, some have to work hard to learn it. Everyone has to practice at it to be great. Yes, it's a very, very large field out there of both amateurs and professionals. Some of the amateurs are way better at it than some of the best professionals. Career choice has little to do with it. Look at Curt Shilling. Never built a game in his life, yet came up with the Amalur setting after coming off a career in baseball. (He just didn't know how to manage a corporate level entity and got the company under water fast.) Flip side of that is a guy like Peter Molyneux. Great game designer, professional in every way, yet couldn't solve his own problems that he created for himself and pretty much got black balled out of the industry for more than a few years. A positive example is Eric Barone (ConcernedApe--Stardew Valley): first real attempt at developing a game, went at it solo, listened to his early access community. AAA level success on a garage band level budget (to start). (Or would "basement hacker" be more apropos for starting indie game devs? )
There's tons more examples out there of people who know what they're doing, and people that don't know what they're doing. If you look at the averages, you'll find that, if I'm not exactly correct, I ain't far off the mark. Good game design is about perseverence and trial and error. If you don't have the guts for either of those, you end up like so much other junk and 'abandonware' early access titles on Steam. Some devs want ideas from the community, not just the feedback of "this feels right" or "this is not engaging me." Some only want "I see this problem that needs to be fixed, as this is happening."
MagicManICT wrote:Everyone has to practice at it to be great.
MagicManICT wrote:Career choice has little to do with it.
kabuto202 wrote:New Year, New World?
kabuto202 wrote:New Year, New World?
Mortis123 wrote:kabuto202 wrote:New Year, New World?
Me and my friends are also waiting for wipe and world 13
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