13

You didn't list any particular questions as examples (the one question you link to never received a close vote), so I'm going to list some recent "too localized"-closed questions and discuss them. Here is a list of every question closed as "too localized" during the last 48 hours or so (as of when I posted this answer): Rectangle collision is not working ...


12

the edition and the -9 vote downs makes me feel abused by high-rep members. First, your question does not have -9 downvotes, so I have no idea where you're getting that from. Second, in the recent past, there was a rash of sock-puppetry on GDSE. That's probably where the -25 came from. The sock puppet owner likely upvoted your question from 5 different ...


9

I believe it is not a "which-tech" question and that it is answerable. I explained so in comments there after voting to reopen. My understanding of the spirit of the "which tech" close reason is that it can't be answered in the general case; it can only be answered on a per-project basis. The specific requirements of a given game, as well as design ...


6

I'm in agreeance with Seth. I think sometimes we take things a bit too far here. In this case, I think that is the case. This question has a clear intent. It wants to support hotplugging under OSX and is looking for an option to do that. This is a tightly defined criteria. It is not very loose like What game engine should I use? or What can I use to make ...


6

While some finds a question unworthy to even read through and votes to cast it to the seventh hell, others write really good answers for them that actually helps others. No, that's not how it works. The purpose of every Stack Exchange site is to help build a useable, searchable knowledge base. The fact that a question has "really good answers" is ...


6

Except in situations where questions are closed because we don't have enough information, feel free to edit the question to fit with the rules of the site. Be bold. The outcomes from this are: We now have a question that can be answered, thus improving the site. OR The user comes back and fixes the question you edited to mean what they really wanted, thus ...


5

It seems I went too fast on that one, sorry about that. It's reopen now.


5

Well for one, you don't specify your platform. Pixel density (or probably more accurately described as "texel density") on a modern iPhone game vs. a PC game can be quite varied. It can also vary depending on what your desired min spec platform is or the kind of game you're making or the kind of tech you're using. Texel density if you're using something ...


5

I agree, people are sometimes a little too gung-ho with that close vote. Some questions I don't understand why people vote to close. Especially if there isn't really any explanation given or even down votes (question down votes are free these days so it's not like you'd lose rep). Yes, at the end of the day, most questions are going to involve someone's "...


2

I think this happens to mostly 2 classes of questions. 1) The longwinded "do it for me" type questions, where they post [pages] of code and kinda shrug their shoulders and ask "So what's wrong with it?" Or, they post just a smidgen of code, then ask something which nobody could know without browsing the whole codebase. (The latter question type comes from ...


1

I think the below, while not doing the best at capturing the original intent, would change the question into something generally useful. What capabilities do more standard views typically used in game development (SurfaceView or TextureView) provide beyond the WebView? And is it worth incorporating these more complicated views into a game that is ...


1

Generally when parsing a question I rely heavily on first impressions - I'm a busy person and don't have time to disentangle what looks on the surface like an awful question to see if there is anything of value in it. The responsibility is on the person asking the question to make it a good one. Like the others answering here, I tend towards "too localized"...


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