Lets say you develop a hobby for making furniture. You start developing Tables. You read a DIY book and start making stuff. In the meanwhile, you make mistakes, you don't put as many nails where there are necessary. You put more gum than what is necessary. Your finished product is definitely a table, but you've made is so badly it could hardly last for a couple of years.
A carpenter down the street comes down to you shop and gives a detailed critique of what he thinks is wrong with your table.
Now you both go and try to sell your story, You have a table and he just has a critique. The user comes and sees your table and listens to his critique. He decides something that exists is better that just talk. Remember the user is seeing the table only, he didn't see you making it. He decides to go with your table despite the carpenters critique.
He orders 50 more tables from you to be made based on what you showed it to him.
Now the professional carpenter can argue about how bad and how many technical deficiencies exist in your tables. But you know what, the user won't even understand that language.
Because, Shipping is a feature. And the one's who ship almost always win. Sometimes even if they ship crap.
That is what is happening here.
Look, if the guy wasn't taking money for it, I'd be completely supportive. Trying stuff, MVP, and all that. Great angle for a game, great way to get started. Clearly a smart go getter.
But to use your analogy, the man has ordered 50 tables, not knowing they're likely to fall apart. The seller never revealed his lack of experience. At the end of it, we're just going to say caveat emptor?
That just doesn't sit well with me.
And I definitely agree with you that shipping stuff is #1, but I'm not sitting around idly by criticizing the work of makers. Every dollar I've made in the last 8 years has been from games, and only 2% of it or so from contract work. My own attempt at building a community around preorders has been more successful:
And I'd made 12 commercial games, some that set me up financially for years, before I felt comfortable being in a position to take peoples money before they've played the product.
Well actually I'm not disagreeing with you. I'm just trying to show you how the world is. We have to learn to live with this thing. The way programming has evolved in the years is scary to say at the least. And we may see more and more of this kind of stuff.
This is almost the same fury we saw when YC announced they would fund Ideas. Although they are not the same, but YC really was ready to fund stuff which wasn't really into material existence. While many who had working stuff might not have got funded, many of them might have had good enough experience and skill building stuff. At the same time there might have been ideas from non tech founders.
Sounds strange ain't it? These days you can do a lot of things by just knowing how to discover things and be a little productive.
No wonder yesterday there was thread on software engineers hitting dead ends at 40. There is simply too much competition and tools are reducing the barrier to entry opening a flood gate of people looking to make money here.
I think another problem might be how he claims "the game is designed, programmed, conceived, and produced by me," and then it is revealed that he is doing some pretty shady things with reusing sprites.
Plus since he is following a tutorial to make it is likely going to end up with code that is pretty similar to the tutorials code, and that might have interesting implications depending on what the tutorials author said could be done with the code from it.
But this is all hearsay, this might all just be place-holder graphics, he might just be using the tutorial to learn quickly and then remake everything from scratch. We don't know yet. However, if it is place-holder graphics, why remake Waluigi at all instead of just using him completely for testing...
Lets say you develop a hobby for making furniture. You start developing Tables. You read a DIY book and start making stuff. In the meanwhile, you make mistakes, you don't put as many nails where there are necessary. You put more gum than what is necessary. Your finished product is definitely a table, but you've made is so badly it could hardly last for a couple of years.
A carpenter down the street comes down to you shop and gives a detailed critique of what he thinks is wrong with your table.
Now you both go and try to sell your story, You have a table and he just has a critique. The user comes and sees your table and listens to his critique. He decides something that exists is better that just talk. Remember the user is seeing the table only, he didn't see you making it. He decides to go with your table despite the carpenters critique.
He orders 50 more tables from you to be made based on what you showed it to him.
Now the professional carpenter can argue about how bad and how many technical deficiencies exist in your tables. But you know what, the user won't even understand that language.
Because, Shipping is a feature. And the one's who ship almost always win. Sometimes even if they ship crap. That is what is happening here.