Allow me to explain:
Taking the “Crafting Survival” genre as a prime example, why do they all have the same feeling of being cheap, amateurish, and janky af? There is just this certain something about how every single one feels to play. The differences tends to be more in the grind, progression, and aesthetics while the game feel is exactly the same. The way your character moves, the way combat feels cheesy and unbound, the often minimalisticly artistic UI (like it’s just a 50% transparent box with text/icons on it), and almost always riddled with bugs.
Even the big budget ones made by giant, long-lived developers tend to feel exactly the same as the independently made-by-one-dude-in-a-garage games. They might have better visuals, but everything else feels cheap and just to the point of functionality.
The weirdest part of this, to me, is that Minecraft doesn’t feel like this and it is basically the grandfather of the genre. It’s just every other one built in Unity or Unreal that feels like a janky ARMA module made by someone who just learned how to code. With so many developers making so many games in this genre, you’d think at least one of them would make one that feels more “luxurious.” I lament not being able to put into words exactly what I mean; it’s really something that can only be described through comparison and experience. But I have to believe others who have played games like Rust, Ark, Valheim, etc know what I mean.


I think this has a lot to do with it. A lot of these platforms have defaukts or even jusy tendencies baked into the development process. It takes an experienced developer to dive in the “feel”.
For making the first Spyro game, Insomniac hired a NASA engineer who had experiencing making flight control systems in order to dial in the feel of controlling Spyro. That’s the kind of thing that costs a lot of money, but made the game one of the most successful 3D platformers of all time.
Another thing to look at is assets. Models, textures, fonts, UI design, sound design. It’s easy to go cheap here: free asset libraries or cheap ones available for purchase. Some of these assets might be fine on their own, but when combined together they’re just…slightly… Off. Because they weren’t designed to be cohesive in a space together. Making one model that looks good takes talent and time. Making thousands of models that look good together takes planning, coordination, and direction.
And these are a lot of things that are easy for a small team to overlook, or at least de-prioritize. Smaller teams are usually driven by game designers who have specific designs in mind. They want to tweak numbers or implement systems. They design the game first, and then slap on whatever art assets they can to make it appealing enough to their audience.