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Then there’s the other impossible half of the problem: making a game that’s fun. Such a hard nebulous problem that it’s easy to procrastinate by focusing on the technical stuff as a break.


Indeed. It's one of the pitfalls I see a lot of first-time game developers fall into: they don't actually have a fun game, but rather than work on that they keep adding complex systems and digging in technically in the likely vein hope that fun will somehow emerge from that.


This. More game companies need to focus on core fun and play than technical achievements and micro transactions.


In mobile games the motto seems to be "why make it fun when you can make it addicting instead".


Isn't that intentional now? Interesting enough players want to continue yet uncomfortable enough they want to pay to bypass arbitrary gating.




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