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Re:How to Make a Roguelike by Nzen on Wednesday October 31, 2018 @04:42PM (#18349138)
Any reply likely relies on our assumptions about how we derive quality product from ourselves others.

I can spin a narrative whereby the app store fills up with fart soundboards, but famous artist (or team) is able to practice and later in life make really great app/game/art because they have a fresh, minority perspective. In the alternate narrative, said person (or team) wasn't able to build a portfolio enough for the first rung and pivoted to some other hobby/industry. Presumably we've already formed the assumptions that guide which narrative we value more.

Re:How to Make a Roguelike by stcredzero on Wednesday October 31, 2018 @06:07PM (#18349639)
The problem with tons of shovelware, is the particularly deceptive noise in the S/N ratio. The old adage is that you shouldn't hide a needle in a haystack. Instead you should hide it in a pile of other needles. A big problem with particular kinds of shovelware is that under-technically qualified people are able to make something that looks great, and even plays great for the 1st hour. Then the bugs start creeping in.