GameDev: A Small Guide About Being Honest On Critiques
Why The Game Awards Show Needs To Change Its Voting Process
I usually don't talk much about the general gaming industry as a whole. Not because I don't want to or try to avoid, but because... I don't even know where to begin with it. From corporate buyouts of media reviews to oversaturation and miscategorization of online platforms according (I literally found RPG Action Adventure games under the Fighting Games category on Steam for some idiotic reason). I just don't know where to put my foot down. But after the complete crapfest that was "The Game Awards Show (TGA)" happened this Thursday, I literally could not just sit back and not write something about this god awful misrepresentation of what I feel isn't gaming's best, nor is the paramount of what the general consumer audience thinks.
As an Indie Dev and as someone who is trying to make their own way in the industry, it is sad how aristocratic TGA is. For those that don't know the voting process for TGA, it is basically 90% critic's choice, with the only player's choice that the general gaming audience's vote actually matters is "The Player's Choice" category.
And past that.... nothing else. All the supposed "professional gaming critics" picked The Last Of US 2, which has been not received well by half of user submitted reviews. I cannot believe how shallow these critics are for giving praise to such an unapologetically "average at best, mediocre at worst" game instead of games like Doom Eternal, Yakuza 7, and Hades that actually put forth something long lost in mainstream games; simple. Unadulterated. FUN. And not only that but also treat their employees better too.
OffSide: What The King of Fighters XV Needs To Do To Be Successful.
This blog has been getting some good use as of recently and I definitely see why people can become addicted to blogging.
Anyways.... this is another off-topic post outside of the ordinary. Before I decided to be a game dev, I was a full-on competitive fighting game player. I was SUPER into tournaments and went to all my locals as much as I could. But as I got older... I realized that I wanted to do something else with my time and the fighting game genre isn't doing too well because of the pandemic and poor business practices, which I discuss over at my friend's blog. But in Today's topic I want to talk about SNK's latest title in their flagship title. "KOF XV." But why am I making this blog post about a genre I don't really associate much with anymore?
Well I still love fighting games. I think no other genre really gives you the same sense of satisfaction of making you feel powerful once you learn the mechanics through trial and error whilst building a sort of "second nature" when you get proficient at them. I also really want to see this particular game, KOF XV, do well because I love this franchise. It's my favorite fighting game series of all time and will stay that way. I also think it's one of the last bastions of hope for the genre in the future. The genre right now, in terms of product quality and dev support, is no less than awful. So I just want to bring this discussion in the forefront because I believe that KOF XV isn't going to survive on legacy and an established fanbase alone. So let's discuss about what KOF XV needs to be a successful game.
1. Superb Online and Content
For anyone who has played fighting games, they know the drill on this one. For those who don't, here's a brief primer. Most fighting games out in the market today have abysmal online and lackluster content and that is a big issue. Now whether that's due to developer incompetency or tight budget constraints, it's not an excuse to release products that are below industry standard when it comes to online play and modes that will keep players engaged for a long time. Imagine if the latest Call of Duty had the crappiest online where players were desynced all the time and the only mode besides campaign was Team Deathmatch. People would say it would be the worst CoD ever. In Fighting games, that's sadly the norm.
Which is why KOF XV can't just succeed on legacy alone. You don't know how many tweets I've seen of people calling Terry Bogard "Hat Ken" when he was revealed in Super Smash Bros. Ultimate. No one besides old heads know who Terry or Kyo are. They just want to play a fully fleshed out game that, for over 20 years, have spanned over multiple installments. That honestly should show that the developer by now is competent and knows what their franchise is all about, what people love about their franchise, and why it's been relevant for so long. To not ask for good rollback or content that will engage the players for hours on end is unacceptable, especially since SNK's net worth from making a whole bunch of spin-offs has netted them 3.1 Billion Yen.
KOF XV on launch should have a variety of content and amazing rollback netcode that will entice new players to play their game, as well as keep their loyal fanbase happy. Stuff like balance changes and day 1 fixes are important, but that is common with any game with multiplayer functionality. You can't prioritize just one small tidbit a handful of people are complaining about when the larger fan base is addressing bigger concerns about your game. If the game is overly glitchy, if the online keeps desyncing after every match, or if something trivial ike final scores in arcade mode aren't updating correctly, that's a big problem with the product.
2. Long-Term Dev Support & Marketing
So let's say KOF XV has all I mentioned above; great online, ubiquitous amounts of content and priorities on fixing the overall product if anything is buggy. So what else does the game need to do to hold relevancy? In terms of going mainstream, I don't think it'll be streamed in the hands of anyone like Markiplier or Pewdiepie anytime soon, at least not in my lifetime. I do however believe that SNK needs to engage with the larger fighting game community. Now... I think they do an... ok job as far as promoting things like online tournaments and events with their e-sports program, but it could be a lot better.
There is no engagement with big time fighting game personalities/streamers that keep most games relevant in Today's cycle of competition for seeking attention. KOF XV has to have a consistent level of engagement for it to be on top of that cycle. Hell, it's literally as simple as tweeting out "Hey guys and gals, we have @FamousStreamer2002 streaming some online play and showcasing our latest balance patch that addresses problems in ranked and casual match! Tune in at their Twitch link below!" It gets people in the community engaged on your game, lets people see the game being played at a high level depending on the streamer, and is great for showing that the devs actually care about their game. SNK could even have small exhibitions of players around the world ran on their own twitch stream.
It is crucial that SNK takes this step in order to engage with their audience and keep them engaged. Those "Smash Directs" Sakurai does aren't all for nothing.
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And that is... literally it. I just wanted to make this a short read since I feel that I have my main points across and hopefully this gets spread around enough where people can see it. Until next time, I'll see you guys later and have a good one!
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Rant: Offer-Up
Assessing Your Financial Priorities And Sustainability in GameDev
So... I've been thinking about the long term sustainability of being an indie game dev. I don't know how long it'll take for my next game to be made, but like all great things, it'll take time. I say this because I look at other game devs outside my group, on Social Media, on Dev Forums, and go "man... they really poured all their eggs into one basket for their game."
Now sometimes... it works. A game is successful, critically acclaimed... and finance wise... it's paying off the mortgage and kids' college tuition. But then there's... the "not working" side. Now I can't say without any statistics most indie game devs are doing bad. I really hope not. But for whatever reason some games just aren't successful and... it really sucks. "Among Us" is a prime example of such game. That game released back in 2018 and it only recently got a big surge in popularity. But the rest of those Among Us games, the Ori & The Blind Forests's,The Enter The Gungeons... they're all out on the way side.
I obviously don't want to deter anyone away from game development. When I first started picking up code, I honestly really didn't enjoy making anything else besides a few desktop applications and little games myself. Plus games are fun to make. Who wouldn't want to make the next Mario or Sonic or Doom?
But here's the differences between Nintendo and indies; income... and experience. Heck Nintendo wasn't even a game company at first. They were originally a Hanafuda trading card company that opened back up in 1889. Then in 1966, they went onto make toys. And during the late 70's to early 80's they are now the company we know Today who has made cultural and world renowned franchises such as Zelda, Metroid, and Pokemon. But even before that, it was literally just some people selling some cards on the streets of Kyoto, Japan. But what did they gather from over 100 years of being in business?
They know who their audience was and what products they wanted, what sold and what didn't, and made mistakes so that they could produce accomplishments. You can say their practices in recent times as far as products have been... less than ideal. But as far as a business... their net worth as of 2020 is $95 billion. And they make more than just games.
They've had toys, comics, posters, magazines, plushies, and for some weird reason, shoelace holders.
The point I'm trying to make is... Don't put all your eggs in one basket. Nintendo dipped their toes into a lot of different fields, genres, and means of entertainment. Every failure they had never put them at a sunk cost fallacy. If a Mario or Zelda game did bad, they had another Pokemon game that would do well and sell millions of copies.
I cannot stress this enough, whether you're a part-time game dev or working full-time on your game from 9 a.m. to near midnight, you need to diversify your source of income if you're going to start working on your next project. That current prototype you're working on is guaranteed generating zero pennies. And I have yet to hear somebody charge for a demo of their game. And don't be afraid to delve into businesses like blogging or stocks. It's not going to hurt your reputation as a game dev.
Sure most of my game dev followers see me for just game development... but I also have a small online business on Ebay where I sell surplus Converse for $30 and write blogs for money. I'm also thinking about making an app and monetizing it, as well as invest in crypto. I'm diversifying my income, half of which I'm doing passively and one just being a one-time project. I don't have to be in an "Ebay store" all day hoping stuff will sell. I don't have to go and make bids for Bitcoin.
So I'm telling you again, please... don't pour all your eggs into one basket. Get yourself a shock absorbent place mat so that when you fall, you won't break your legs and never compete for the poll jump again. You just gotta get back up.
That's it for this blog. I'll see you guys around. Happy Game Devin'!
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