The organizers of Japan's Tokyo Game Dungeon have been going to great lengths to spread awareness about what they call "sekkyo ojisan."

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[–] 14 points 6 months ago (1 child)

The 2024 edition goes: “Preachy dudes, the ones who nag at developers without even having played their demos, are the No 1. most hated demographic at game events. If we were in America, you would get shot in the head and told to go make your own game.”

Holy shit is this what the Japanese think of Americans? I thought we were more like this:

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  • [–] 4 points 6 months ago*

    I think the context of the speaker matters. If this were Tokyo Game Show, you'd probably see a very pacific, sanitized statement that tries not to ruffle any feathers in addressing this issue. Considering this is an indie scene, I imagine the opinions are unvarnished, maybe even crass. It could also be dark comedy. "Taking the piss out of America" is rightfully in vogue nowadays.

    It's not like the Japanese are united in their hatred or xenophobia. Not everyone from one culture has a uniform opinion on others.

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  • [–] 5 points 6 months ago

    Wait until they find out it's rooted into their gerontocracy.

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  • [+] -13 points 6 months ago (3 children)
  • [–] [S] 22 points 6 months ago

    our precious QTEs, lootboxes, huge empty open-world "worlds", deep ersatz-philosophical dialogs or a huge variety of fetch-quests! Let alone our eye-bleeding special-effects glimmering palette of red, pink and gold!

    Tokyo Game Dungeon is for indie games, not a big industry event where marketing people are advertising the latest AAA live service trash stuffed to the brim with exploitative monetization and all the other things you are describing.

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  • 56 comments in c/games@lemmy.world view that post
    [+] 102 points 6 months ago (10 children)
  • [–] 11 points 6 months ago* (last edited 6 months ago) (7 children)

    Well, yeah? That's not really their job. All users did is buy a thing, they didn't also sign up to be free QA.

    Edit: this adage is used to say explicitly what I am meaning. I didn't get that, whoops.

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  • [–] 19 points 6 months ago (5 children)

    The point is that some users like acting like QA, having an active role in the development of a game. And an easily persuaded developer might assume they ought to cater to the feedback they receive, but the adage is meant to signal to developers that they should take their user's feedback with a grain of salt. It stands in opposition to another adage: "the customer is always right."

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  • [–] 7 points 6 months ago (2 children)

    Okay, that makes sense. I understood the article, but I was missing context on how that adage is used. If it's meant to say "don't let the user design the solution for you" instead of "user feedback is useless unless they suggest solutions", then that's great!

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  • [–] 7 points 6 months ago

    The article is saying that's what the users are doing, and the developers don't want them to.

    To rephrase, tell us what doesn't work, but don't tell us how we should fix it. We'll figure out an appropriate fix.

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  • [–] 1 point 6 months ago

    In my experience, it’s much better to watch and listen to your playtesters as they interact with the game rather than listen to what they have to say afterwards. Always try to get a recording of them playing the game.

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  • [–] 44 points 6 months ago (4 children)

    The article actually talks about how these preachy dudes haven't even played the game they are criticizing. That's actually pretty ridiculous.

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  • [–] 16 points 6 months ago (3 children)

    I mean I see it all the time in steam forums and social media.

    Gamers taking one look at a screenshot or trailer video, and immediately giving their take about how it "should be".

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  • [–] 2 points 6 months ago

    And it always comes down to the gender or skin color of a character. It's fucking pathetic.

    Or, if it's a game where you create a character, it's because they used "body type 1" and "body type 2" instead of "male" and "female."

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  • [–] 31 points 6 months ago (7 children)

    I've presented games at a few expos and have got some wild, and frustrating, takes from people trying to tell you how it is. It is definitely deflating.

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  • [–] 14 points 6 months ago (4 children)

    Weird. When I went to PAX back in the day and a dev asked what I thought about the game, I felt like it was really difficult to say that I didn't like it, even if it's what they wanted and needed to hear.

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  • [–] 15 points 6 months ago (1 child)

    Game events are magnets for the kind of people who cannot read social cues and have strong opinions they are compelled to share.

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  • [–] 8 points 6 months ago

    The biggest mistake I ever made was bring my kid to a non-official Pokemon TCG event.

    A dozen of sweaty nerds all gave my kid unsolicited advice. My kid is under 10 and collects cards based on how attractive the art is. Like chill the fuck out.

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  • [–] 9 points 6 months ago (1 child)

    I think its perfectly fine to say its not your kind of game, most devs will understand that, even if you don't have a particular reason why the game doesn't click with you.

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  • [–] 2 points 6 months ago (1 child)

    I think it's partly attitude and partly luck. I think devs should be open to feedback but they also need to expect to smile and nod but ultimately ignore most of it. Just let the person be heard and move on. I do get genuinely good feedback from some users, good ideas that never occurred to me.

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  • [–] 48 points 6 months ago (11 children)

    Am I an unsolicited advice dude? I was at a convention playing an indie demo. The game had an island on a 2D field, with an invisible wall on the left, and a very clear cliffside and water on the right.

    I spent a good 5 minutes looking like an idiot trying to figure out where to go, testing the borders, picking up the only item, putting down the only item, before giving up. The dev said to just go into the water. I asked "Why not make that cliff a gradual beach into the water to indicate it's not a hazard?" and I got a brutal "the game already shipped and I'm not here for feedback" which immediately soured the whole experience. It's like... why are you here then? Just set up the demo on steam and skip the fan interaction completely.

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  • [–] 32 points 6 months ago

    That doesn't sound like the kind of person the article is referring to.

    The condescending preachy people will barely even look at the game and tell the developer what they need to add/change, which are usually things from whatever their favorite genre or AAA game is. Its not real feedback because they aren't trying to push the game in a better direction (they usually won't even play what the dev has), they just want someone to hear their grand ideas. The dev has to maintain the demo booth and (usually) has to try and be formal and so the preachy person has them trapped.

    Your experience seems like legitimate feedback that the dev wouldn't hear out, which sucks. Unfortunately I've seen a lot of devs that aren't great at social events and its hard to keep it up for the whole duration of an expo.

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  • [–] 28 points 6 months ago (1 child)

    There's definitely a time and a place for playtesting, and "user was confused about which way to go (water looked inaccessible)" would be the kind of note I'd expect them to take out of such a session. If I were the developer and I saw my player struggle like that, I'd be kicking myself for that design.

    I think TGD is only trying to say that the show floor isn't the time or place for playtesting. One would hope that that has already been accomplished by that point.

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  • [–] 6 points 6 months ago

    Maybe that event is different and only for final products? My convention had so many booths, with a wide range between this is the final game; buy it right here all the way to wishlist this for 2028 release. There were a few booths I saw evolve over 3 years. Really neat.

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  • [–] 11 points 6 months ago (3 children)

    Nah you're good, I have a feeling there is significant overlap between "unsolicited advice dudes" and chuds who screech about Sweet Baby.

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  • [–] 4 points 6 months ago (2 children)
  • [–] 4 points 6 months ago (1 child)

    Day9 has nice talk about giving good feedback, and commands or commands hidden as rhetorical question are not one of them.

    The right feedback would be something like: "Oh, this confused me. I did not expect the cliff edge to be the goal.

    Not more, because you don't know the intended. Maybe the dev wanted you to be confused or you were one of ten people to not go down the cliff.

    Describe your experience and your expectations, not a solution to something that might not be a problem.

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  • [–] 2 points 6 months ago

    But see, that's an almost naive take. A convention is not a professional environment. The social contract isn't set, so it is two strangers meeting each other for the first time. The dev watched me flail about for five minutes before finally giving me the answer, so if I turn around and state the obvious "I was confused and didn't realize the water wasn't hazardous" it could easily be taken as a condescending statement. A belief that I think the dev is so stupid that he can't figure out why I was having trouble.

    So I had just a mere moment to figure out whether the dev understood where the problem was, and break it to him if he didn't. Hence the question. Not a rhetorical question, mind you... a question hiding my information with a get out of jail free card. We were both there watching me humiliate myself, so how do I say most people are taught not to launch others into water without confirming they can swim, with this dev possibly being thin-skinned and unprofessional?

    Ask a question. Why not make the cliff a gradual beach into the water to indicate it's not a hazard?

    The dev could have easily answered with:

    I reused the cliff from elsewhere to save memory

    or

    I wanted to give people a chance to familiarize themselves with the controls before moving on

    or even

    I didn't have enough colors

    and that would have been the end of the exchange. The information was passed, we both knew I struggled, and now we both know why.

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    [–] 14 points 6 months ago* (last edited 6 months ago) (3 children)

    (jp: sekkyo ojisan) are people of any age and gender

    It's kind of funny to me they used the word ojisan which normally means an older man, but the connotation is that it applies to anyone and describes their behavior as being "old man"-like. Like if you called someone Unc or Gramps.

    Or maybe this is just speculation on the part of the article author? Edit: nope, they are explicit in the original tweet lol

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  • [–] 14 points 6 months ago (2 children)

    Could be something like "Karen" or "boomer" where you're just using the predominant demographic of a behaviour as a label for anyone who engages in it.

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  • [–] 14 points 6 months ago

    Yet reassuring that this is a global epidemic 🥴

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  • [–] 13 points 6 months ago (7 children)

    "Have you tried enabling multi-threading? Did you turn on optimizations?" Ugh...

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  • [–] 13 points 6 months ago* (last edited 6 months ago) (3 children)

    Did you turn on optimizations?

    Oh just turn on optimizations?

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  • [–] 9 points 6 months ago (2 children)

    It works be better if people went there just to shit on them for ruining everything with their mechanics and monetization policies. They can obviously make the games, that doesn't make them not assholes.

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  • [–] 4 points 6 months ago

    Does this actually relate to indie development? Theres definitely shitty monetization in Asian gacha games, but I don’t think of any of them as indie.

    I have actually played crummy games by budding Japanese devs and some of them are true underdog stories with fun gameplay concepts (and often poor translation)

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  • I mean, they should kinda take it as a sign of respect. You know what else has preachy dude. Every sport ever. So developers are like sports stars now.

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  • [+] -8 points 6 months ago (3 children)

    Even if the guy is right this really isn't the hill to die on. Take the feedback politely and move on with more important things.

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