and there is the problem with Dreams, seems like most of it is stuff that already exists but in a badder version...this time it is a badder Resogun
That's quite a cynical take. I mean yeah, that Lego Batman (I think) level did exactly the same sort of thing in a premium game release by imitating Resogun but not being nearly the same kind of experience, but so what? If you're looking at Dreams as a $30 spend and expecting to be endlessly swamped with new original concepts, professional grade games, etc. then of course you're going to be shit out of luck bar the odd outlier. Dreams ain't that. If you're not actively using Dreams and seeing what's out there, just going off half a dozen threads on ERA showing games people attempted to recreate in Dreams, then maybe yes that's all you'll think it is or can be. But it's far, far more than that... and it's the potential for what it can be/could be and makes possible and
how it makes it possible that's the real magic. We're a year in with the core community having effectively helped Mm beta test to release. We've already got a handful of indie-level titles worthy of a standalone release. For me, Dreams is heaven-sent in a world where we don't have the bedroom game designer kids of the 80s, where them even being exposed to the possibilities that 100s of thousands of us 80s kids had is near impossible. And you know what? A Dreams skillset might be completely appropriate if you want to make games as a career going into the future. But even if you don't it can be a hell of a lot of fun.
I had a conversation back in the late 90s with a couple of friends I used to make games with on 16-bit platforms, they were just beginning their careers in the industry (a programmer who went on to be a lead engine programmer for studios under two of the biggest publishers out there and a tester-come-designer who moved on to teaching design at a university). They kinda laughed off what I was saying, but I suggested more of their work would become a creative rather than a technical thing, that the same sorts of changes to software that saw highly-skilled tech jobs become mere common skills for general employees would do the same in games creation, and something like Dreams is exactly that sort of thing in action. The real challenges going forward in game design were in the toolset, allowing creatives less and less technically minded to do more and more, and that's still ongoing. Dreams as a first step into that world, something you can spend half a game's worth of cash on and jump in, with a skill set that coudl well become more and mroe relevant, that's big and unfair to dismiss as a crappy clone conveyor belt.
nice for him to get a job offering but that won´t be the norm at all
Of course it won't be the norm, but it's nice that it's a possibility for those who woudl otherwise struggle to find an in.