I’m here because I’m frankly a bit disappointed with the trajectory of video games development
Maybe I just had my hopes up too high but I was expecting game tech to have advanced further by now. Most game tech seized to wow me a long time ago.
What happened to AI development?
What happened to procedural generation?
Why aren’t we playing around more with physics?
Sure there are always some examples, but I want these tech tracks to be mainstream and always competing for best-in-class in the same way as graphics development.
I’m here for the procedural generation.
I think its the next big hobbyist innovation.
What the smartest people do on the weekend is what everyone else will do during the week in ten years
(Thanks for the video tip @khskarl
I’m here to experience time travel
It’s not often in life you get the opportunity to “try again” quite like this. The fact that I get to take another whack at this feels beyond lucky. I want to avoid some crucial mistakes of the past, and make new, more progressive failures.
I’m here to make eSports games
I’ll elaborate more on this one later. In short I spent thousands of hours in the past playing DOTA2 and similar games and I’m confident I could build a better one at some point, quite a few years down the line.
I’m here to make moddable games
Warcraft 3 was my introduction and primary education in game development and global collaboration. With my experience in open source marketplaces I’m confident I could build better, more sustainable markets around highly moddable games.
I’m here to simulate life-likeness
Its huge for games, education, science and AI. More on this later.
I’m NOT here to beat Unity, Unreal or Godot at their own game
I’m the youngest of 3 siblings. I’m not very competitive. I’m just not Interested in beating Unity and Godot at their own game. It sounds like a lot of potentially unrewarding work to me, because by competing with them we’re inserting ourselves 500m into a never-ending running competition in which Unity et.al. has already been running for 40km. Sure we can theoretically catch up with them eventually, but it’s gonna be a long slog. We should be playing our own game (figuratively speaking) whenever possible, leapfrogging our way into industry relevance.
I’m NOT here to make hyper-violent games
This one is a very personal preference and I pass no judgement on those who appreciate a realistic blood spray pattern. My taste for violence just appears to subside ever more as I grow older, so consider me opted out of any project that plays up violence as a key feature.
I’m NOT here to make games sticky for the sake of stickiness.
I have pretty strict rules for what I consider to be an acceptably addictive design trait. Some games are made to be addictive not in pursuit of fun and mastery but rather to extract as much money as possible from its players, and I find such design to be morally bankrupt.