but this is the same way of thinking that has led to big budget, story focused games getting padded with repetitive fetch quests and annoying collectibles that unlock progression.
There are literally orders of magnitudes of difference between making an indie game last 3-4 hours vs a bloated AAA 100+ hour collectathon. Comparing the 2 isn’t an honest arguement
There are also orders of magnitude of difference in their staff levels and budgets. Both sides of the equation are relative. I don’t know of any techniques for creating good content quickly and inexpensively that only work for small indies and not for large AAA studios.
There are literally orders of magnitudes of difference between making an indie game last 3-4 hours vs a bloated AAA 100+ hour collectathon. Comparing the 2 isn’t an honest arguement
There are also orders of magnitude of difference in their staff levels and budgets. Both sides of the equation are relative. I don’t know of any techniques for creating good content quickly and inexpensively that only work for small indies and not for large AAA studios.