GameDev: A Small Guide About Being Honest On Critiques



So... I'm not much of a 'Simon Cowell" when it comes to critiques. I don't go out my way to bash people and be obnoxious about people's shortcomings. 

I do however understand that mentality of "addressing faults" as a way to get your point across that their game needs work. I recently got done playing someone's alpha build of their game and it needed a lot of work. It just felt like a generic 2D hack-n-slash platformer that was glitchy and I had to be honest about it and say "I probably wouldn't play this game right now even if you fixed the bugs I mentioned. It's way too basic and got boring after half an hour."

People have criticized my crappy game design decisions a lot, and that has made me a better programmer/designer long-term. How?

1. If something was unoptimized/poorly coded, it forced me find a brand new solution with a better practice that made the coding practice easier for myself.

2. After the 1st hurdle it actually helped me realize the design of my game was lackluster. "Anybody can make a game, but can you make it a fun one?" Is the age old question many, including myself, have a hard time answering. And although fun is subjective, in the context of gaming, there are mechanics that objectively make it more fun within the context of your game. 

Take for instance a game like Arkanoid/Breakout. What is the "fun" in that game? It's finishing the level by hitting a fast-moving ball with a paddle. The high-octane action is what keeps you going as the ball picks up speed and you rack huge point multipliers for doing sick combos. Now whether or not that was the game was intended to be played is another issue, but people, for the most part, like this fast-paced gameplay loop which rewards execution and reaction time.

Now take out what most people think is objectively "fun" and throw it out the window. Imagine an Arkanoid where the ball moves slow all the time, there was no strategy, and you basically just looped the level ad nauseum with no variation in style. That and maybe the paddle move in the opposite direction instead of the direction you wanted it to.



So I'm making a small guide on this to show what you can do to give good advice to game developers that you playtest their game for.


1. BE HONEST

  It could be your friend's/family member's/co-worker's first time making a game, and like all first steps, there's bound to be problems. That said, you should address those problems instead of it ignoring them. It doesn't even have to be anything technical. 

Stuff like collision detection, wonky physics and save data not being stored correctly when you save the game is pretty easy to show and explain. But stuff that isn't designed well, probably level design being too large or to small, combat with enemies being boring or tedious,  or RPG mechanics - if the game has it - being broken when you level up a certain weapon to maximum in a short amount of power and it just dominates the game. Stuff like that is way more important long-term. Even though that isn't what they envisioned for their game to be played like, the interpretation between dev to player is similar to author and reader; you can't stop someone from seeing things the way they like it. 

Of course games and books are different. You can't stop the author from doing what he/she wants with his/her characters, nor what he/she wants to do with the story. That book is still bound to find an audience somewhere. Games are the same way too mechanically wise, but when something is objectively not good for the more interesting parts of the game, a lot of people aren't going to like it. 

Which is why I move on to my second point


2. Highlight what's cool about the game and push that design

Say you're playtesting a game. It probably has a few cool mechanics that you like. The problem is that all the mechanics might not fit together.

Remember 3v3 Pokemon battles in some of the later generations? Dual battles were already a huge load in terms of strategy enough, but 3v3 just made it overkill. Which is why Gamefreak brought it down to 2v2 in later iterations. Instead of trying to polish 2v2, they just added a meaningless extra layer people didn't have a problem with. 

A game with very few yet polished mechanics is more remembered than a game that is bloated with features that are way too complex which only the most dedicated of fanbases will stick with. 

So if you play a game with a good design, elaborate on how it could be better.

Say you like the gun switch combos in an FPS. Don't say nothing, say that you want faster gun switching between the sniper rifle and rocket launcher. 

If there are too many redundant weapon variations like a chaingun and a mini-chaingun which does less damage, then that should be taken out.

And that's all I have to say on the matter for now. I hope this helps fellow playtesters and indie devs out.

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Hey if you like this blog and want to support my game dev projects or are feeling generous, you can do so here through my Paypal Donation Link, Anything helps, even a $1.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link!

 You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it by clicking here. 

In the meantime, stay safe as always and have a good one everybody!

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.

The Last of Us 2 (TLOU2), regardless of controversy of the story, has had SO MANY development issues that I was baffled it won "Best Game Direction." With overworked and underpaid staff that have had to come in for crunch and not even see their families for weeks and multiple delays, how are you going to tell me this game was made out of respect and care for the people that put all their man hours into it?

Now you can say "screw these awards, they mean nothing for REAL gamers but new announcements and game reveals!" As a consumer... fine. You can say and believe that. In fact, I will say that you're right about that from a "consumer" standpoint and whatever is a failure in the market is not going to be loved by the market.

But for the gaming industry - the people who put their blood, sweat and tears into these games - and the media at large that are the dominating factor of influence to the general public, this is a problem I can't just leave undiscussed. I believe that the power of critics, a very minor group, have too much receptional power in their grasp. And if this continues to happen, I believe that the reputation of gaming will continue to be what it is to the public; shallow experiences with seven new shades of brown and lackluster game feel with no innovation.

And that is why I care about this topic so much. Now... we can't give 100% of the awards to the players. There are things like different criteria for games that some people will be biased towards and need to be looked at through a critical lens. It should however be the damn near majority of 80%. That way there is an ACTUAL representation of what people actually like and not just cherrypicked, bought-out reviews that defend mediocre products.

And yeah I'm going to bite the conspiracy stick on this one. Sony bought out TGA so that TLOU2 can do well and can push more units of the game, subsequently leading to more copies of their consoles being sold. There, I said it. The Shadow Lizard People are in the waters feeding us chemical water that turn the freakin' frogs gay.

In all seriousness (as serious as you can get with some serious shit like the Demon Warlords) I don't believe this sets a good precedent for the industry, for the media and for gaming at large and things need to change.

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Hey if you like this blog and want to support my game dev projects or are feeling generous, you can do so here through my Paypal Donation Link, Anything helps, even a $1.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link!

 You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it by clicking here. 

In the meantime, stay safe as always and have a good one everybody!

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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Hey if you like this blog and want to support my game dev projects or are feeling generous, you can do so here through my Paypal Donation Link, Anything helps, even a $1.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link!

 You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it at the link below.


In the mean time, stay safe and have a good one everybody!




Rant: Offer-Up

     Ok.... I don't usually blog much about my other personal endeavors and would like to keep this closely related to game dev as much as possible. But for Today's blog I break my own rule on this one and I just have to rant on how shitty Offerup is.

For those that don't know, Offerup is a merchant app where people can buy and sell stuff and then meet to pick up said items or ship them if they're too far away. According to Google Play, the app has over 50+ Million downloads, half of what Ebay has, and is one of the most popular apps to buy and sell stuff all around. 

Sounds fine, right? Seems like a good app with a 4.1 star rating and a good place to put your stuff there.

Hahahahahahaha... HELL NO. 

Offerup is COMPLETE TRASH. I'm not even spicing it up for the blog post, this app is actually complete garbage. Everybody... LITERALLY every person I have dealt with on this app... is an asshole. Even the people I tried to buy from gave me shit. Now I'm a little bit of a bargainer. If I can get something for $5 off I will. If not, that's fine. But Chris almighty... people give you so much shit if you do. I literally asked someone if I could get $5 off on this phone because... I needed a new phone. The person replied back, saying "stop being a cheap fuck and pay full price." 

I was literally BAFFLED. What the hell did I do to piss someone off to not get just $5 off a phone? Why was this person so damn rude!? Not only that, but the people who try to buy from you are the biggest... god damn pricks in the history of the world. I have a whole bunch of electronics on there and had some pretty expensive amps and speakers. I had this $150 subwoofer listed on there and you could not believe the amount of people that wanted it for less than $100. Some asshat wanted it for $70. This shit doesn't even sell for $90 wholesale (price before retail mark-up)! And if they don't get what they want, they try to gaslight you. They always say shit like "Oh I can get this for $40 on Amazon, you're charging too much." 

I deadass go to Amazon, SAME EXACT ITEM... $90. And I'm selling that same thing for $50. Whose charging too much here again? 

I really don't know what it is with this damn app and its toxicity. People ghost you, tell you you're ripping them off, give you bad reviews because you didn't describe the item exactly how it was... even though the item is in perfect condition. No other Online trading market is like this. I've dealt with people on Facebook and got good results, and Ebay is probably the best when it comes to building relationships and sincerity! 

But this app.... this piece of shit app has the worst of customers AND sellers. And you might be saying "it's probably because it's all cash most of the time so it's going to be toxic as hell." That's not true. Facebook is local meet up and cash as well but it's nowhere near this bad. Everybody here is just a cheap fuck!

Honestly I literally don't want anyone to even THINK about going on this god forsaken nightmare and Offerup hasn't been doing anything to stop this shitty behavior. It's like I'm on Gamefaqs back in 2005. 

So in conclusion... fuck Offerup and uhhh... yeah fuck Offerup.

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Hey if you like this blog and want to support, you can do so here through my Paypal Donation Link, Anything helps, even a $1 can help.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link! You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it at the link below. In the mean time, stay safe and have a good one everybody!






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'!

   





Officially Retiring This Blog

This blog has now been sunset as of Today on this very date. No more posts here.  Instead, you can follow my Youtube channel here. https://w...