Can a "bad" gamer design a game with high skill ceiling(shmups/stylish action games like bayonetta)

On discussing whether or not video game commenters should be skilled at the game in order to commentate. Consider that the following quotes are talking about shoutcasting.

I can't get you the exact timestamps but the video isn't entirely relevant here, this is just for documentation's sake

"The better you are, the more you are going to understand... almost always."

"If you can't tell which side is going to win... your play-by-play is going to suffer."

"They don't need to be experts, they don't need to be platinum - they just need to have touched the game."

"Having all the knowledge in the world is great, but if you're trying to tell it to people and they don't understand - that's a problem."

The overwhelming consensus is that if you can accurately communicate your idea, then there's no problem in the first place place. I doubt any of the devs for DMC reached the level that the top of the playerbase did, especially in AAA games where the devs are more incentivized to truck through a paycheck as opposed to just making a game they enjoy. Skullgirls has probably had a shittonne more high level testing but that game was built from the ground up to be competitive.


The only conflicting quote is:

"There's a lot of things that people think they know, but don't actually know because they're not good, and they can't know because you're not able to do it. So, if you're literally unable to do something... do you actually understand how to do that thing? - Like, actually understand?"

But the healthy way to take this quote is, everyone will have an upper limit of understanding, and are you making the parts that you do understand fun and enjoyable for others? We know 0.001% of the planet, but we've made a hell of a lot of good out of that one thousandth percent. The good players are going to eke out every drop of difficulty your game can offer no matter how much time you put into it.

/r/gamedesign Thread