WHAT DO YOU HATE MOST ABOUT GAME DESIGN

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Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
Adjusting difficulty levels, trying to make something reasonably challenging and fair, yet not too difficult.

I hate it because you have to depend on a small number of people's feedback, yet every player's ability, experience, play style, etc. is vastly different. So a tiny adjustment could suddenly make it too hard or too easy for others. And usually only those who find it hard will speak up, so you'll never know when you've got it just right.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I forgot balancing is a part of game design.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Perang_Cemen
Btw does marketing is also part of game design? I mean I couldn't play a game in a market do I?


"Marketing" in this context means "making sure that people know about my game," through advertising to the right people.

In this case, you DO play a game in a market, because you are the market! :V ENGLISH IS A LANGUAGE THAT MAKES SENSE
StevieRayBones
I refuse to grind with monsters I've just met for money.
265
Yeah what Sooz said.
I personally don't think marketing is necessarily part of game design. I mean it can be part of it, considering target audience and monetizing schemes and such during the design phase. But I think marketing generally tends to happen a lot later in the process.
StevieRayBones
I refuse to grind with monsters I've just met for money.
265
Its only part of it if you want people to see it. It's like debating whether or not asking whether or not getting an audience for a picture you drew is part of drawing it. Technically speaking, no it's not. Still one who draws with the intent in finding an audience might say, the worst part about drawing is finding an audience to see it.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Shinan
I personally don't think marketing is necessarily part of game design. I mean it can be part of it, considering target audience and monetizing schemes and such during the design phase. But I think marketing generally tends to happen a lot later in the process.


I mean, if you consider "getting people to try thing" is separate from the design of thing, then I guess I can't argue that, but in that case I assume you're not, say, making a game page before your game is done, or posting updates, or anything like that.

Like, to me, the idea of marketing being separate from your work is weird if you're in a place dedicated to sharing that work. Just because you're not buying ads or trying to make big cash money from your stuff doesn't mean that marketing isn't a consideration.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
The OP referenced the overall process of game development rather than strictly the design phase, so yeah, marketing is a big component of the process of development. Over half the effort needed to develop the game should be devoted to marketing properly.

You can still put marketing into the design phase, though not in the "HEY COME LOOK AT MY GAME!" kind of way. Figuring out how you're going to market the game you're designing can provide a framework to keep the scope intact. You remember seeing three or so blurbs on the back of a game box? Come up with three (and ONLY three) blurbs of your own that would go on the back of the box of your game. Keep them in the front and center of your design process, and it'll help guide what kind of game you're going to make.
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