I’ve seen a lot of folks online who think they can teach developers how to develop, but I didn’t imagine the problem was so bad in face-to-face interactions.

As spotted by Game*Spark, Tokyo Game Dungeon’s official X account made a statement on May 5 saying that despite the organizers’ efforts to raise awareness about the issue of “preachy dudes” over the past two years, they still haven’t been able to eliminate the problem at their events. According to their definition, “preachy dudes”(jp: sekkyo ojisan) are people of any age and gender who find it acceptable to badger developers with condescending, unsolicited “advice” on their abilities and work.

  • It works be better if people went there just to shit on them for ruining everything with their mechanics and monetization policies. They can obviously make the games, that doesn’t make them not assholes.

    • 3 hours

      It’s not the developers who enshittify games, it’s the suits.

  • 15 hours

    The article actually talks about how these preachy dudes haven’t even played the game they are criticizing. That’s actually pretty ridiculous.

  • 17 hours

    Am I an unsolicited advice dude? I was at a convention playing an indie demo. The game had an island on a 2D field, with an invisible wall on the left, and a very clear cliffside and water on the right.

    I spent a good 5 minutes looking like an idiot trying to figure out where to go, testing the borders, picking up the only item, putting down the only item, before giving up. The dev said to just go into the water. I asked “Why not make that cliff a gradual beach into the water to indicate it’s not a hazard?” and I got a brutal “the game already shipped and I’m not here for feedback” which immediately soured the whole experience. It’s like… why are you here then? Just set up the demo on steam and skip the fan interaction completely.

    • I mean by definition you are - so start in that situation by asking „are you looking for feedback?“

    • That doesn’t sound like the kind of person the article is referring to.

      The condescending preachy people will barely even look at the game and tell the developer what they need to add/change, which are usually things from whatever their favorite genre or AAA game is. Its not real feedback because they aren’t trying to push the game in a better direction (they usually won’t even play what the dev has), they just want someone to hear their grand ideas. The dev has to maintain the demo booth and (usually) has to try and be formal and so the preachy person has them trapped.

      Your experience seems like legitimate feedback that the dev wouldn’t hear out, which sucks. Unfortunately I’ve seen a lot of devs that aren’t great at social events and its hard to keep it up for the whole duration of an expo.

    • There’s definitely a time and a place for playtesting, and “user was confused about which way to go (water looked inaccessible)” would be the kind of note I’d expect them to take out of such a session. If I were the developer and I saw my player struggle like that, I’d be kicking myself for that design.

      I think TGD is only trying to say that the show floor isn’t the time or place for playtesting. One would hope that that has already been accomplished by that point.

      • 15 hours

        Maybe that event is different and only for final products? My convention had so many booths, with a wide range between this is the final game; buy it right here all the way to wishlist this for 2028 release. There were a few booths I saw evolve over 3 years. Really neat.

    • Nah you’re good, I have a feeling there is significant overlap between “unsolicited advice dudes” and chuds who screech about Sweet Baby.

  • 20 hours

    What’s the old adage? Users are very good at telling you what doesn’t work and very bad at telling you how it should be improved.

    • 19 hours

      Well, yeah? That’s not really their job. All users did is buy a thing, they didn’t also sign up to be free QA.

      Edit: this adage is used to say explicitly what I am meaning. I didn’t get that, whoops.

      • The point is that some users like acting like QA, having an active role in the development of a game. And an easily persuaded developer might assume they ought to cater to the feedback they receive, but the adage is meant to signal to developers that they should take their user’s feedback with a grain of salt. It stands in opposition to another adage: “the customer is always right.”

        • “The customer is always right.”

          That hasn’t been true in the US in a very long time. Here, it’s “The shareholders are always right.”

          • I thought it was “[…] in matters of taste”. As in, if you want to buy this ugly thing, we will gladly take your money for it.

        • 19 hours

          Okay, that makes sense. I understood the article, but I was missing context on how that adage is used. If it’s meant to say “don’t let the user design the solution for you” instead of “user feedback is useless unless they suggest solutions”, then that’s great!

          • Oh yeah, I’ve only ever seen this adage used with the former implication rather than the latter.

            • 17 hours

              That’s great, because my first read of that adage was definitely the interpretation “don’t listen to user feedback”. But then again I don’t work in game dev. Or QA. Also I’m autistic.

      • The article is saying that’s what the users are doing, and the developers don’t want them to.

        To rephrase, tell us what doesn’t work, but don’t tell us how we should fix it. We’ll figure out an appropriate fix.

  • I’ve presented games at a few expos and have got some wild, and frustrating, takes from people trying to tell you how it is. It is definitely deflating.

    • Weird. When I went to PAX back in the day and a dev asked what I thought about the game, I felt like it was really difficult to say that I didn’t like it, even if it’s what they wanted and needed to hear.

      • Game events are magnets for the kind of people who cannot read social cues and have strong opinions they are compelled to share.

        • The biggest mistake I ever made was bring my kid to a non-official Pokemon TCG event.

          A dozen of sweaty nerds all gave my kid unsolicited advice. My kid is under 10 and collects cards based on how attractive the art is. Like chill the fuck out.

      • I think its perfectly fine to say its not your kind of game, most devs will understand that, even if you don’t have a particular reason why the game doesn’t click with you.

        • I agree, but it’s still difficult to tell someone who spent years of their life building something that it isn’t very good.

  • (jp: sekkyo ojisan) are people of any age and gender

    It’s kind of funny to me they used the word ojisan which normally means an older man, but the connotation is that it applies to anyone and describes their behavior as being “old man”-like. Like if you called someone Unc or Gramps.

    Or maybe this is just speculation on the part of the article author? Edit: nope, they are explicit in the original tweet lol

    • Could be something like “Karen” or “boomer” where you’re just using the predominant demographic of a behaviour as a label for anyone who engages in it.

  • 19 hours

    Yet reassuring that this is a global epidemic 🥴

  • “Have you tried enabling multi-threading? Did you turn on optimizations?” Ugh…

    • You should update the code to run on an entirely different engine and get rid of all the spaghetti code. Do you even play test your game???

      • To be fair, I think they’re referring to compiler optimization levels but then again with the kind of people that make these comments…

        • 30 minutes

          I don’t think they know that compilers have a setting to optimize their results

  • 16 hours

    Even if the guy is right this really isn’t the hill to die on. Take the feedback politely and move on with more important things.