There's A Disease Infecting The Game Industry | Design Delve
This week's episode of Design Delve is now available!
There's A Disease Infecting The Game Industry | Design Delve (YouTube)
Comments (10)
I genuinely really enjoy most games that add pokemon style catching mechanics to genres I already play. The catch is that I don't care for survival crafting, so palworld was a little lost on me.
Cargo culture was a great thing to learn about. Definitely feeling the drag from the over repetitive nature of game development, feels like 80% of games right now are either a Souls Like, Rogue Like, or Crafting Survival (Either of the cosy nature of Stardew Valley, or the more harsh nature of Rust clones)
I never knew about cargo culture, but it's fascinating! Love this series so much!!!
If anything you'd think studios really should want to examine and understand game mechanics and what purpose a feature serves- because all this time, effort and budget ends up going into things that no one actually likes or wants and don't work properly. It ends up more Underpants Gnomes as allegories go; where everyone assumes someone knows what Step 2 is and is just keeping it a secret, while they keep collecting underpants and wondering when the profit's going to start.
Seeing the Ludo sprite with no hard hat is so weird lol
Probably a controversial opinion but I feel like some of the “I want worse looking games” fandom is also in a cargo cult. Games were better in the 1990s until some point in the 2000s and then after that they all look to shiny and aren’t good so bring back the PS2 era graphics and bring back the good games. Ipso facto.
Eh, it's more of a statement than a cargo cult- the premise is simply, stop spending absolutely ruinous amounts of budget and effort solely on graphical detail and complexity and make a good game first.
Didn’t expect to see Clark Terry here!
Palworld didn't start this, but they've bolstered the "We have a handful of Unity assets and some basic systems" genre certainly.
Those games can sometimes end up being what they call 'Heartbreakers' in the tabletop role playing game sphere, where there's some actual ideas and genuine effort gone into them but they're still ultimately constructed otherwise of the same old tired garbage rather than letting the good ideas actually breathe, because that's clearly what the developer thinks a game has to be.
