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번역 관련 문제 보고
https://indianexpress.com/article/trending/trending-globally/netizen-displeased-after-uno-clarifies-draw-two-rules-of-the-card-game-6722175/
Yeah I get you, I mentioned Grand Theft Auto V and Red Dead Redemption is from the same developer and using same concept so yeah that game is damn near perfect it can be.
A perfect game would have 100% positive reviews on Steam.
2. Trying to make a game that appeals to literally every single demographic would by a wide margin be a bloated mess at best or as wide as an ocean and as deep as a puddle at worst. Look at GTAV versus games that just do gunplay, just do driving, just do tennis, etc. The individual games do a way better job at their goal whereas GTA, which is stuck wearing a dozen hats, can only provide the barest of essentials for many of its aspects. To give each of those elements the depth of a AAA game that focuses exclusively on that one aspect would be to make a game with tens of thousands of man-months, which means either a lot of employees or a lot of time in development, and investors in AAA studios are looking for quick turnarounds. Additionally, many players will simply purchase a game that does one thing well if they're not going to play the rest of that bigger game's content (a hardcore racing fan would sooner play Forza or Gran Turismo over Grand Theft Auto to scratch their driving itch, a dedicated FPS fan would more likely play a grounded FPS like Payday: The Heist or Rainbow Six versus the few hours of hit-or-miss mission content in GTA Online, etc.)
2a. You mention that a near-perfect game would not include pay-to-win aspects but yet Grand Theft Auto V's online is plagued with flying vehicles armed with weaponry available only to those capable of earning tens of millions of dollars, which requires either dozens of hours of grinding on difficult multi-step missions, or simply buying a $50 Shark Card and skipping directly to Warstock Cache & Carry as soon as possible.
3. This essay apparently missed that Minecraft and Tetris are the two best-selling games of all time and one is a hard-to-screw-up puzzle game with four decades of support and quality of life improvements, and the other is a sandbox that doubles as both a survival adventure title and a creative three-dimensional canvas, both thousands of kilometers in diameter, meaning that while both do only a small handful of things, they're both completely open for people to play as they see fit and thus garnered widespread appeal.
4. Most people fantasize about developing their own perfect game, but actually having the know-how and directing/producing capabilities to make such a thing happen is the roadblock for those people. It's easy to assume "the computer can figure it out" when every single game engine up to the most recent tools like Source 2 and Unreal 5 don't even natively simulate friction between a player and a moving platform, requiring developers to have the ability to program in those seemingly basic interactions on top of their more memorable game mechanics, all without causing major issues and running as efficiently as possible. Assembling writers, technical artists, particle effect programmers, soundscape engineers, implementation supervisors, and people who fine-tune the color temperature of every single light bulb requires a ton of patience and expertise; there is so much that goes into making a game, and so much more required with each passing day. That's why we don't see people usurping Grand Theft Auto in sheer scope, that's why a game like the nostalgia-riddled Xanadu of Ernest Cline's Oasis from "Ready Player One" does not exist, and that's why pretty much every game that releases is miraculous in its own right.
Nobody's made that "perfect" game you see in your head because nobody else thinks exactly like you do. You do have the power to change that by studying game design and finding a skill to dial down in. Nowadays, people who can do particle effect work, sound implementation, artistic lighting passes (especially in our crazy raytracing future we're in now!), character animation, and texture mapping (especially if you can do displacement maps and subsurface scattering, those are going to be major parts of the 9th generation aesthetic if I had to wager) are the types of people AAA studios are looking for, and if you're planning to go indie, have a very good portfolio of former work, assemble a team that covers each others' weaknesses, and hit Kickstarter with a pitch or get to work on smaller projects to build brand identity and hype. And if you are going to crowdfund, keep the money earned in a separate account and hire an accountant to keep the books in line, we don't need more scandals like Ant Simulator blowing their entire budget on yacht parties or developers running off with the funds and silently cancelling their game.
I disagree, a perfect game doesn't include all genres to cater literally everyone, that's what you call an indecisive game, games should commit to it's goals and if not caring how players would receive said game would be for the better then it should, it should be uncompromising of what the developers decides to do.
If a game wants to cater to the masses then it should commit to that, if a game has a cohesive idea of the goals then it should commit to that, it is impossible to make the perfect game cause nothing is perfect but it can damn well get close. One example of a perfect game as a game can be is DOOM Eternal, it doesn't cater to anyone and has a cohesive overall design, ID has a clear goal of what they want to do and commits to that and the game has found it's own players.