Morpheus Kitami
Liturgist
- Joined
- May 14, 2020
- Messages
- 2,521
That's not the only pitfall one could learn to avoid when reading his blog. The shit games on his blog run the whole gauntlet of issues, except a bad and overly involved story, but give him time. He's done games too ambitious for their own good, games too big, too simplistic, too complex, whatever the hell that King Arthur game was, bad interfaces, lack of feedback, and that's just what I can think of off the top of my head. All issues that plague a good chunk of modern RPGs.You can always gain insights even from bad games, if only about what not to do when designing a game.
In fact, people who wanna do game design themselves should also play terrible games so they know what to avoid. Game designers not doing that is how we end up with so much shit (or maybe game designers genuinely like shit, who knows).
But it's not like all these shitty 80's games are terrible in an unique way, they're pretty much similar in their terribleness. Also it's not very useful for modern designer since nobody makes games like that anymore. It's not like making grindy barely functional dungeon crawlers with no story or sense of direction is a common pitfall for modern designers.
Although that's saying that grindy barely functional dungeon crawlers still don't exist, its just that now they have stories and they're called JRPGs. Hell, even the deluge of Ultima-clones that existed back in the day are still useful reads for the few guys making an Ultima-clone in 2020 AD for some reason.