A lot of people come into indie games, trying to be like a big company.
What those companies do, is create highly polished things that serve as large an audience as possible.
The way that you do that is by filing off all the bumps on something. If there's a sharp corner. You make sure that's not going to hurt anybody.
That creation of this highly glossy, commercial product, is the opposite of making something personal.Making it is like …let me take my deepest flaws and vulnerabilities, and put them in the game, and let's see what happens.
If you dont see a vulnerability in somebody , you're probably not relating with them on a very personal level.
So it's the same with a game design.Things that are personal have flaws.