Anonymous ID: 98defb Dec. 30, 2017, 4:03 p.m. No.14070754   🗄️.is 🔗kun   >>0787 >>0847 >>0936 >>1134 >>2070 >>3878 >>7392

>>14070454

>(((Matt Weinberger)))

That explains a lot, the sneaky kike bastardized Miyamoto's argument and tried turning it into clickbait to rile up gamers.

Miyamoto's point is more in line with >>14070502 , >>14070596 ,

and pic related. No matter what field you're in, whether it's music, architecture, film, painting, vidya development, and so on, having other hobbies and interests on the side really helps your main passion and may give you inspiration you wouldn't find otherwise. People obsessed with one genre and one genre only are often locked into a certain mindset and can make something polished within that genre, but usually not very original.

 

Don't fall for the clickbait, (((Weinberger))) just wants to start another gamer controversy and blame it on someone else.

Anonymous ID: 98defb Dec. 30, 2017, 4:12 p.m. No.14070787   🗄️.is 🔗kun   >>1134

>>14070754

If you want examples, look at stuff like disposable chinese cartoons and the RPG Maker community. They're mostly made by people who grew up watching and playing the same shit and want more of it, so they work on superficial reskins of the media that inspired them. The stuff that stands out are either happy accidents or made by people with broader interests.

Anonymous ID: 98defb Dec. 30, 2017, 5:29 p.m. No.14071201   🗄️.is 🔗kun   >>1254 >>1421

>>14070936

Knowing how to program is the most important skill for making vidya, yeah, but if you're looking for mechanical and aesthetic inspiration you're often best off looking outside your game's main genre. If people want the Iliad or Doom, they'll just read the Iliad or play Doom and its mods instead of playing a polished Doom clone made by a Doom autist who very much likes Doom and nothing else.

Honestly, I'm convinced most games are designed the wrong way and most game developers are nothing more than glorified idea guys with basic codemonkey or artfag skills.

Anonymous ID: 98defb Dec. 30, 2017, 6:28 p.m. No.14071496   🗄️.is 🔗kun   >>1538 >>1567

>>14071421

>Where you take inspiration from is actually more in line with idea guy stuff

Having worked with both ideaguys and programmers/asset creators, the latter always come up with the good ideas while the ideaguys can't come up with good concepts to save their lives.

>There have been loads of great games which have pretty damn insular inspirations

Calling most of those "great" is a stretch and most of them are forgotten quickly because they're simply tweaked and reskinned remakes of older games instead of something truly different.

>Conversely having inspirations outside of vidya isn't a guarantee of a good game either, in case you haven't noticed that's actually a lot of the thinking behind the walking sim genre. Developers who want to do games about the 1988 Yellowstone Park Fire or some 90s Lesbian Romance Story, because they think they're being so bold making games about things games aren't normally about, only then to fuck up at the "actually making a game" part.

Of course having inspirations outside vidya isn't a guarantee you'll make a good game, like how it's very possible to fuck up a cake with good ingredients. Walking sim devs and many indie devs are fucked from the beginning because their outside inspirations only influence the story, leaving you with either no gameplay at all or the most superficial copypasted shit imaginable.

Anonymous ID: 98defb Dec. 30, 2017, 6:50 p.m. No.14071605   🗄️.is 🔗kun

>>14071567

There are silly premises and then there are bland ones. I've only seen an ideaguy dream up a not bland premise once and he was too retarded to do anything with it.

>>14071538

Haven't played either. Are you telling me they did nothing new or different than other games in the same genre and still ended up good?

Anonymous ID: 98defb Dec. 30, 2017, 9:11 p.m. No.14072137   🗄️.is 🔗kun

>>14072070

>However, there's no reason I can't also draw on my other hobbies and interests to create completely new game concepts that have nothing to do with existing game frameworks, and I know that because I've done it before

Then go for it, I'm not saying you can't.

Honestly, it's best to have both good knowledge of the genre you're working with and knowledge of other stuff as well. The most important part is not getting locked into a certain mindset or genre: mechanical and aesthetic decisions should be there to fit the project and not to fit some arbitrary genre or just originality for the sake of originality.