> There is absolutely no way to know if that combination of designs will be fun at all
Another perspective is, you shouldn't be doing this if you can't tell if something is fun without "testing" it.
> Also, most of your ideas are probably terrible
Without fail, all the people I know who are the best at this keep having one good idea after another. They absolutely do not run out of really good ideas that sound and play obviously fun. They lack free audiences and money.
This is basically the difference between making video games and doing product management.
> Another perspective is, you shouldn't be doing this if you can't tell if something is fun without "testing" it.
Trust me, you have absolutely no way of knowing until you playtest, seriously. You could copy all the game mechanics of a popular game, down to the engine and the exact magic numbers and functions that made it, and it can still suck. Just look at most AAA open-world action RPGs released in the last 5 years.
> Without fail, all the people I know who are the best at this keep having one good idea after another. They absolutely do not run out of really good ideas that sound and play obviously fun.
I'm sure the people you know do have "really good ideas" but they are nothing more than lottery tickets until prototyped. You don't need money to pull together a shitty prototype to prove some aspect of your game works, and there are numerous meetups everywhere for indie devs to show off their games. I'm gonna make a wild assumption that these people you know haven't prototyped any of these "obviously fun" ideas.
Another perspective is, you shouldn't be doing this if you can't tell if something is fun without "testing" it.
> Also, most of your ideas are probably terrible
Without fail, all the people I know who are the best at this keep having one good idea after another. They absolutely do not run out of really good ideas that sound and play obviously fun. They lack free audiences and money.
This is basically the difference between making video games and doing product management.