Duion's blog

Why there are no more RPGs

Have you ever wondered why it seems nobody is making RPGs anymore? At least AAA RPGs, since I'm not perfectly aware of all those thousands of indie game developers that may exist, but I would guess with a high probability, that even those will or have not created any true RPGs, since RPGs are hard to make and require a lot of resources, talent and skill, which indie developers often don't have, well at least not the resources, but often they also lack talent and skill.

The ultimate bad game design choice: Money

As the Bible already stated it: "For the love of money is a root of all kinds of evil." This also seems to apply to the video game industry and to artists.

I already felt it pretty soon when writing those articles, that many of the bad game design choices have one big thing in common and it is the love of money or the intent to maximise monetary profit over everything else.

Bad game design choices: Remakes, Clones, Sequels etc

What is worse than creating something? Creating nothing. How can you create something while at the same time creating nothing? Well you simply copy. Artistically a copy is nothing, or close to nothing. I once heard that the definition of art is to create something new and unique aka being creative and if you just copy, you are not being creative or artistic by definition and therefore a remake game, or clone is not good game design, as nothing or not much new is actually created.

Bad game design choices: Invisible Walls

Almost every gamer probably also knows this one, it is those invisible barriers that prevent you from going out of the map or going somewhere you are not supposed to go. For game designers this is often a necessary evil, because there is no other way to do it based on their resources, but it is an ugly solution, therefore a bad game design choice.

First this was planned as multiple articles, because there are many kinds of invisible walls, each for different reasons, some physical, some metaphorical, let me make a list of the basic types of invisible walls in games:

The average person's inability to distinguish good art from bad art

After thinking about my last blog post "Why most people seem to prefer inferior quality games now" it came to me that the answer is quite obvious, at least to me: It is because the average person has no or very little ability to distinguish good art from bad art in the first place, at least not consciously, but we will come to that now.

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