Not many of these teams and studios ever bother to reach back into their own gaming experiences from the past to come up with inspiration for new ideas.
I think that's an inherent problem of a small team.
If you make something that works, you want to keep developing the skills that contribute to something that works. If you make successful RPG's, you're not sure it's a good idea to spend your time developing a shooter. It's a bit risky to trade time building onto a formula that works, into time building a new formula that you haven't tested.
I think the real solution would be to basically develop different kinds of games. You'll have to build cheap shovelware to test single parts of a gameplay loop that players enjoy, rather than dumping a couple years into a game that people will not like. Meanwhile, your larger 3-5 year project will just have to keep being worked on.
That approach would merely treat a symptom, not the inherent problems that keep cropping up.
The industry's been flooded with a lot of young wannabes instead of genuine gaming enthusiasts. I can't entirely figure out what's pushing that draw though and how these people keep coming out of the woodworks.
Obviously a lot of it has to do with DEI implementations and recruiting programs (both in university programs and with employers). And some of it's bleed-over from other adjacent fields and industries like Hollywood (CGI, writers, etc) and well... artists in general.
Also, sometimes small studios are encouraged to experiment with things like game development jams, to toy around with new gameplay ideas and concepts. I can't say how common that is of course, but it is a thing I've heard of to try and bring everyone up to speed and keep the creative juices flowing.
The industry's been flooded with a lot of young wannabes instead of genuine gaming enthusiasts. I can't entirely figure out what's pushing that draw though and how these people keep coming out of the woodworks.
Hipster game development, and Hipster Leftists genuinely pushing out genuine talent, and trying to bring their idiot friends in. Then, yes, add on top of the DEI bullshit.
Also, sometimes small studios are encouraged to experiment with things like game development jams, to toy around with new gameplay ideas and concepts. I can't say how common that is of course, but it is a thing I've heard of to try and bring everyone up to speed and keep the creative juices flowing.
Game Jams are super common, but this is the very thing I'm talking about. Participation in many Game Jams will have a Leftist political filter.
Hipster game development, and Hipster Leftists genuinely pushing out genuine talent, and trying to bring their idiot friends in.
Aye, that's another good example too.
Game Jams are super common, but this is the very thing I'm talking about. Participation in many Game Jams will have a Leftist political filter.
Oh that's absolutely true of public game jam events. I was specifically referring to internal game development jams that are solely held within the company/studio for employees to participate in.
Although one drawback with this approach is that while it promotes experimenting with a lot of mechanical parts that can add up to a lot of gameplay, the scope isn't always the ideal test bed or training ground for creating a cohesive and whole game concept.
I think that's an inherent problem of a small team.
If you make something that works, you want to keep developing the skills that contribute to something that works. If you make successful RPG's, you're not sure it's a good idea to spend your time developing a shooter. It's a bit risky to trade time building onto a formula that works, into time building a new formula that you haven't tested.
I think the real solution would be to basically develop different kinds of games. You'll have to build cheap shovelware to test single parts of a gameplay loop that players enjoy, rather than dumping a couple years into a game that people will not like. Meanwhile, your larger 3-5 year project will just have to keep being worked on.
That approach would merely treat a symptom, not the inherent problems that keep cropping up.
The industry's been flooded with a lot of young wannabes instead of genuine gaming enthusiasts. I can't entirely figure out what's pushing that draw though and how these people keep coming out of the woodworks.
Obviously a lot of it has to do with DEI implementations and recruiting programs (both in university programs and with employers). And some of it's bleed-over from other adjacent fields and industries like Hollywood (CGI, writers, etc) and well... artists in general.
Also, sometimes small studios are encouraged to experiment with things like game development jams, to toy around with new gameplay ideas and concepts. I can't say how common that is of course, but it is a thing I've heard of to try and bring everyone up to speed and keep the creative juices flowing.
Hipster game development, and Hipster Leftists genuinely pushing out genuine talent, and trying to bring their idiot friends in. Then, yes, add on top of the DEI bullshit.
Game Jams are super common, but this is the very thing I'm talking about. Participation in many Game Jams will have a Leftist political filter.
Aye, that's another good example too.
Oh that's absolutely true of public game jam events. I was specifically referring to internal game development jams that are solely held within the company/studio for employees to participate in.
Although one drawback with this approach is that while it promotes experimenting with a lot of mechanical parts that can add up to a lot of gameplay, the scope isn't always the ideal test bed or training ground for creating a cohesive and whole game concept.