It might look fine to you and not fine to others.
Thanks for sharing your perspective as a developer.Sure thing.
1. Most indies (myself included) barely know what they're doing so it's easy to make stupid mistakes.
2. Most game developers develop and test on good PCs. If you don't test your game early on in development on your weakest target hardware, you can discover late in development that your game just won't work there, requiring lots of heavy reworking. At this point, many developers don't have the money to do the time-consuming work and just do the bare minimum to get the thing to run. Personally, I ran into this problem with Cosmic Star Heroine - when I first tried to run it on our Vita devkit, the game almost immediately crashed. It took me months to get it working on the devkit and months after that to get it working on actual Vita hardware (the devkit is beefed up compared to actual consume hardware). As a nice side effect, since I managed to get it to run okay on the Vita, performance is excellent on the much more powerful Switch.
3. Games are frequently worked on until the last minute. A last-minute fix for one problem often causes problems elsewhere that aren't realized until someone spots them.
4. There's a lot of bureacracy involved in getting a patch approved on consoles so even if you have a fix, it could take days or even weeks before you can actually give it to players.
5. Your average indie dev teams' playtesting/debugging resources are themselves. Like with our last game (a 10-16 hour JRPG), I think only one of my friends / fellow devs actually played through the whole thing before launch. Most of them played a couple hours and then told me they'd rather wait for the finished version. Nobody was playing the game multiple times on different versions. Basically, Bill and I had to play the game over and over. As only two people, we were going to miss stuff. And at some point, you're so sick of playing the game that you just want to ship the thing.
6. Games are far bigger and more complex under the hood now than they were in days long past. Because of this, debugging is much more difficult and there's only so much that more time and money can do.
7. In the end, the number of people playing a released game is generally going to be exponentially bigger than the number of people who worked on it or tested it. A million people playing a game are going to find bugs that dozens of playtesters missed.
I didn't get it backwards, look through any discussion in the pre release and release of the game and almost everyone complains about the art style and character desings, the fandom practically had a meltdown when Lorenz was revealed, the graphics aren't great but comparing them to the ports this thread is referring to is ridiculous, also lol at "straight out of a PS1" guess you never actually played one, anyway i never said they were perfect but my point is Nintendo first party games, are much much better than the broken ass ports the Switch often gets.The graphics in Fire Emblem are not completely fine. The textures look like complete shit. There are pre-rendered backgrounds in a ton of cutscenes that look like they came straight out of a PS1 game, complete with low resolution and the seams not even lining up
Seems like you got it backwards where the majority of people like the art style and character design but everything else in the game looks terrible.
And yes Yoshi ran at 60fps, at the cost of tanking the resolution below 720p in docked mode. That is a joke for a game releasing in 2019
The worst one I've experienced so far is Pillars of Eternity. I am so disappointed that I can't even play the game because of its issues.
Dark Souls and Bloodstained had some issues, but didn't stop me from playing through them and enjoying them.
(which they know exist before release. They always know these bugs exist, don't kid yourselves)
My main issue is that it's becoming increasingly common for obvious, glaring bugs make it into the release. Stuff that is just inexcusable and simply couldn't have been missed by the developers. My implication is that games are being released knowingly in these buggy states, and then the developers act like, "Oh, thanks for reporting these bugs! We'll hopefully have a patch out in a few weeks to address them!"
The OP briefly mentioned day one patches but it seems obvious they're talking about games that remain buggy or perform poorly even after a day one patch.
They mentioned Skullgirls and Hat in Time as the reasons they made the thread, I don't know what the deal is with Skullgirls but Hat in Time is a mess on Switch. It's definitely the worst performing game I can recall playing in years, and not at all something I would consider common across all platforms.
Now I see why the devs for A Hat in Time were so petulant initially about developing a Switch port, they didn't have what it takes to put out an adequate release.
They can take their clapping emojis and shove them up their asses.
Not new. I've just hit my breaking point recently.