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I agree with this.

I've worked with various teams on game jams and I’ve had conversations with people over the years, encouraging people to hold themselves to a lower standard. It’s not just the fact that this is a game jam—we are not competing with Zelda, and our game doesn’t need to have scope, scale, or polish similar to a Zelda game.

I also enjoy playing a game and seeing somebody’s amateur-ish art, or hearing some clumsy musical phrases that they put together. There’s something special about that which is hard to capture when you start spreading the work around people, because it’s just so hard to put together a coherent vision for a game in multiple minds.

We’ve also talked about how you run into a lot of people who’s main goal is to do job X at a higher level of technical ability and polish so they can get hired by a studio they like. It’s understandable why they’d want that, but it also leads to people sanding the edges off their style, so to speak. This makes it difficult to assemble a team of people who are all interested in the same style of development process (no judgment—some people on your team want a portfolio piece for a future job, some people want to express themselves here and now).

I don’t think making a solo game developer should be any different than being a novel writer, in the sense that it’s not a club reserved for the people who are good at doing it—but a club for the people who put in the time and effort to make something.



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