Cruelty":d9lf8f8m said:ixis":d9lf8f8m said:Actually, I'd say popularity is a pretty good measure for quality most of the time. But that's besides the point. The point is people complain about certain aspects in gaming without realizing that there's a larger audience outside of their own personal tastes that enjoys it. As a game designer you shoot yourself in the foot if you limit yourself to what you can do based on your own personal tastes. Then again that's ok if you're Jonathan Blow and you "don't care" how many people play your game.
that mentality is exactly why the industry is overflowing with so much mediocrity. "Make a game based off of what's selling right now!"
im not trying to offend, btw.
The industry is actually flourishing in my opinion. Save the occasional space-marine FPS and generic anime JRPG things are great. We've got Bioshock, GTAIV, Portal, Castle Crashers, Everyday Shooter, Patapon, Cave Story, etc etc etc.
And yeah, I can see how it can look like I'm saying "Do what's popular", but listen. I said "I'd say popularity is a pretty good measure for quality most of the time." Most of the time, that's important. Gamers don't like crap, they like inventive and fun things as well. The problem I see is with game designers who make crappy games because they're so focused on what they want that the game suffers for it. As a game designer your job is to make an entertaining project, y'know, a game (unless you're going for a hippie-games-are-art project). Game design is centered around problem solving, and shutting down other ideas that could work isn't the best way to go about doing that.
Granted I can't see a lot of situations where grinding is called for, but etheon's point was quite clear: "No games should have grinding" which is based around the fact that he personally dislikes grinding. That's like saying "No games should have racing segments because I don't personally like racing in games."
Racing in games usually sucks, but sometimes it's well implemented and fun. Perhaps if there was a situation in a game that called for racing (say for instance, a high-speed chase scene) a racing element could be used successfully if it's well implemented. Maybe a designer wants to create a sense of growth and control. In this sense grinding can work so long as it's fun and not a bore. Most games are tedious exercises done ad-nauseam, but since the gameplay is fun and rewarding it doesn't feel like chore-work. Most RPG combat mechanics suck, and thus leveling is a chore.