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posted 2 years ago by Lethn 2 years ago by Lethn +40 / -0
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– Theacefospades 2 points 2 years ago +2 / -0

Because "design" is the easiest part. You can do it in fucking excel. I know because I've done it.

Art direction is hard (can't do it) writing is hard (have done it) writing dialog is worse (only Tarantino does it)

The problem is with vision because of crisscrossed incentives. Wherever money conflicts with design money wins 7-3. The stronger the vison and the tighter your controls thereof the better you can do, but designing a "great X genre game" is relitively easy. Designing it within budget, space, time, licencing, producer demand, and purchasibiluty requirements is harder. Take X-Com. The best version of Xcom is Long War and Long War 2. Designed by unpaid amateurs. How can they manage it? Cause ALllllllll the bullshit disappears, from needing to appeal broadly, to having DLC hooks, to being "accesible" all of which throw numerous kinks in the process.

Or 40k. The rules are shackled by their archaic production model, as well as being hamstrung by a number of rules only kept around to keep the models selling. The fan versions beat it to pieces by virtually every metric.

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– deleted 0 points 2 years ago +0 / -0

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