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(2 edits) (+16)(-1)

This manifesto often conflates “no one is going to buy your game” with “no one is going to play your game”, ironically reinforcing the capitalistic notion of games as products you ostensibly seek to challenge.

You can make games that no one will buy but many people will play. There’s nothing wrong with that. Rebelling against… uh, good game design practices (section 4) and implying that these represent Marketable Games implies you still conflate “quality games” with “marketable games”, and that any game that isn’t marketable is necessarily “bad”.

(2 edits) (+2)

agreed, and i would also like to make the incredibly tiny nitpick that when people tell game developers to start with smaller projects, it's usually not with capitalistic intent! when learning a new skill, it's counterintuitive to make your first attempt an ambitious, feature-rich one. since you don't have the skill set to actually be able to finalize yet, you'll probably either end up with something you didn't plan for or want, or worse, give up on the hobby entirely because you got too overwhelmed too fast (game design is difficult even within elementary projects like pong clones, and the more elements you add, the more difficult the project becomes.)