Why exactly are indie devs incapable of capturing the feel of an adventure in their games?That's something that doesn't cost any money, doesn't require special schools or insider knowledge, plenty of devs achieved it back then with worse tools, resources, visuals etc, yet indies just can't fucking do it
>>736877801Adventure comes from discovery and nurturing curiosity, which requires a ton of unique assets and extra details which aren't really in scope for indies sadly.I think indies could do it with micro open worlds but they're still not that popular.
whatever nigger
>>736877801>game of OP webm has only ever been mentioned once in the archivetruly flying under the radar
It's hard to create a game that resonates with people. A lot of people throw that term around and misuse it but ultimately it means achieving a near-psychic link with the player, where you've created the robust conditions that allow them to suspend their disbelief, gain the confidence to fully mentally invest in your world, and then exceed their every expectation once they've fully bought into the narrative while obeying the rules you've laid out for your universe. Developments to the story need to be satisfying in an overarchingly logical way, obey the internal logic of your universe, and the player needs to almost suspect/expect something will happen then have their suspicions/expectations pleasantly satisfied and, if you're skillfull enough, subverted in an even more satisfying way, courtesy of the aforementioned psychic link. Once you achieve that repeatedly, the player gets the feeling as if literally anything could happen in the game.I can barely describe it even though I had a clearer picture in my head of what I meant when I started this post.But yea, it's hard. Games I've played where I got that feeling were:VtMBSkyrimThe Witcher 3And then select moments in:FirewatchWhat Remains of Edith FinchGhost of a Taleand an easter egg segment of The Vanishing of Ethan Carter
>>736877801That's because Indie Games are reliant on procedural generation. Very few Indie Games have actual levels or premade worlds, apart from Metroidvanias. And Metroidvanias don't give a sense of adventure either because they have unnatural looking levels and are only 2d.
>>736878368Once too many
>Zoomable realtime world map>For Diablo Clone #40993 Indie devs are incapable of basic design principals let alone capturing specific moods (organically)
Who can?