ChatGPT impersonate gaming youtubers
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md5: ae92b5f6... 🔍

ITT: ChatGPT impersonate gaming youtubers
You know what drives me crazy about modern game design? It’s this obsession with “content” over mechanics. Studios brag about having 100 hours of quests, 200 weapons, endless cosmetics… but if the core gameplay loop collapses after ten minutes, all that padding is worthless.
Take Elden Ring, for example. People praise its “freedom” and “mechanical depth.” But when you strip away the art direction and lore, the majority of fights come down to rolling at the right animation cue and mashing your attack button. That’s not depth, that’s a reaction test padded by cinematics.
Now contrast that with something like Ketsui or Dodonpachi DaiOuJou. Those games give you maybe two ship types, a couple of shot variations. That’s it. But the mechanical density is insane. Every bullet pattern, every scoring system is pushing you to make high-risk, high-reward decisions. Nothing is wasted. Every input you make directly interacts with the system at a deep level.
Indie games are guilty of this too. I see so many so-called “retro-inspired” titles that copy the aesthetics of old arcade games but completely ignore their mechanical rigor. You get floaty movement, meaningless upgrades, and a difficulty curve that flatlines after the tutorial. Developers think nostalgia pixels are a substitute for real gameplay. They’re not.
Here’s the bottom line: if your game can’t stand on mechanics alone — stripped of story, stripped of graphics, stripped of marketing buzzwords — then it’s not a strong design. Gameplay is the foundation. Everything else is just decoration. And until more developers start taking mechanics seriously, we’re going to keep getting these bloated, shallow experiences dressed up as “masterpieces.”
You know what drives me crazy about modern game design? It’s this obsession with “content” over mechanics. Studios brag about having 100 hours of quests, 200 weapons, endless cosmetics… but if the core gameplay loop collapses after ten minutes, all that padding is worthless.
Take Elden Ring, for example. People praise its “freedom” and “mechanical depth.” But when you strip away the art direction and lore, the majority of fights come down to rolling at the right animation cue and mashing your attack button. That’s not depth, that’s a reaction test padded by cinematics.
Now contrast that with something like Ketsui or Dodonpachi DaiOuJou. Those games give you maybe two ship types, a couple of shot variations. That’s it. But the mechanical density is insane. Every bullet pattern, every scoring system is pushing you to make high-risk, high-reward decisions. Nothing is wasted. Every input you make directly interacts with the system at a deep level.
Indie games are guilty of this too. I see so many so-called “retro-inspired” titles that copy the aesthetics of old arcade games but completely ignore their mechanical rigor. You get floaty movement, meaningless upgrades, and a difficulty curve that flatlines after the tutorial. Developers think nostalgia pixels are a substitute for real gameplay. They’re not.
Here’s the bottom line: if your game can’t stand on mechanics alone — stripped of story, stripped of graphics, stripped of marketing buzzwords — then it’s not a strong design. Gameplay is the foundation. Everything else is just decoration. And until more developers start taking mechanics seriously, we’re going to keep getting these bloated, shallow experiences dressed up as “masterpieces.”