LemmaEOF

Your favorite chubby cuddlebot

Hey! I'm Lemma, and I'm a chubby queer robot VTuber who both makes and plays games on stream! I also occasionally write short stories and tinker with other projects, so keep an eye out! See you around~

Chubbyposting and IRL NSFW alt: @cuddlebot

name-color: #39B366



MxSelfDestruct
@MxSelfDestruct
  • there are no "best practices".
  • 90% of popular opinions about game design are moronic.
  • "fun" does not necessarily mean "good," and vice versa1.
  • more is usually worse.
  • "competitive first" design almost invariably sucks all the joy out of a game.
  • art direction is vastly more important than graphical fidelity2.
  • runtime optimization isn't the most important thing in the world but it's a lot more important than most developers seem to think it is. if your game looks like a PSX game, it should happily run on an eight year old PC with integrated graphics.
  • RELEASE YOUR SHIT AS OPEN SOURCE WHEN YOU'RE DONE WITH IT.

  1. my favourite example of this is Spec Ops: The Line. Spec Ops is not fun to play. if it was fun, it wouldn't be nearly as effective.

  2. this one is probably pretty uncontroversial, especially here.


You must log in to comment.

in reply to @MxSelfDestruct's post:

"competitive first" design almost invariably sucks all the joy out of a game.

YES. fucking yes. i genuinely hate competitive first design. i wanna enjoy an experience and sometimes that requires overpowered things, it requires underpowered things, it needs things that just absolutely fuck it up. i enjoyed the time i spent playing jabroni brawl (which is a half life 2 mod that's like gmod deathmatch, complete with weird shit like levels dedicated entirely to driving) for a handful of hours a lot more than the 500 hours i wasted playing counter strike trying to "get good"

and also the majority of games that want to be The Next Big ESport just fucking suck. a cycle of "we made counter strike again" "we made overwatch again" "we made another battle royale" is hell.