I'm always slightly amused when game design discussions get heated, because it betrays a perception gap between What We Do (incredibly difficult technical art) and What We Offer (entertainment). For example, how long did your team spend on fine-tuning the animation design and player feel of hero movement? How many rigorous debates were had over the balance of animation expressiveness versus input responsiveness, and how that weaves into the overall user experience and product promise? Add those hours up, and multiply by the emotional intensity of said conversations. Now compare the size of your playerbase to that of a game where you click a banana. (spoiler: your game has less players 😅 ) Maybe you're overthinking it. Maybe most of us are! Embrace the jank. 🍌 Have a banana.
downloading it rn!! hahaha
Using as a counter-example a simple game that "won-the-lottery" weakens your argument. (I agree with your conclusion, but assaulting wasted time-and-effort by comparing it to a game that "won-the-lottery" isn't a valid reason).
its all fun and games until someone shoots an eye out, or raises 100 million dollars to make a virtual pet game;)
But maybe some of us are artists, and want to make something glorious, instead of just more money. Prince died with 3 lifetimes of unfinished music in his house…he could have “made a lot more jank” if he really wanted to. I hear you, and I would agree that …sometimes… people are overthinking it, but sometimes they are making it a higher form of entertainment. I think there’s a bit of room for both :)