A degree is a piece of paper that says you can do something in theory— game developers want to know that you have enough passion to do real work, regardless of whether you're being graded on it. And if you're thinking of going indie, it won't matter what other people think— you'll simply need that passion to succeed or else you won't.
Video game artist
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
From: Wikiquote (CC BY-SA 4.0)
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I tend to think about my life in terms of games. "This is the Aquaria point of my life." "This is the Spelunky point of my life." As to what [Spelunky] actually represents — what does that time mean to me — I think: coming more into my own, as a game developer, and figuring out how it was I want to work exactly. I feel like I learned a lot with Aquaria, and I'm super proud of that game, but Spelunky was where I feel like I hit my stride.
We can't know what to expect and also be surprised. We can't be free from frustration and also be challenged. We can't go unchallenged and also feel satisfied with our accomplishments. Mystery, surprise, tension, challenge, and a real sense of accomplishment always come at the cost of feeling uncomfortable. Given the opportunity, many of us would rather take the easier road, but that's usually the less rewarding one.
To make a world feel really real and immersive, you have to take a step back. And you have to try not to guide the player so much — and show them everything — because that is the fun part about games— discovering things on [your] own, making [your] own mistakes. That's what gives the games meaning. When I feel like someone has their hand on my shoulder, and they're just pushing me around, I feel like I'm losing a lot of the meaning of games, which is that joy of discovery.
Ultimately, that's what makes the most interesting game that we can make— if it's not just what players are expecting or what players want the game to be. [...] I would like people to feel strongly about it. I think that's the most important thing for me— whether it's love it, or not like it, or have conflicting feelings about certain parts of the game. I want the game to have its own personality, and that personality is the personality of the team making it.
The instant death— it's like a punchline to this joke, where the joke is really just the tension of being in this dangerous situation. [...] The fact that when [a run] ends, it's instantaneous, I think is very humorous. And it's this nice release, in some sense. It's frustrating, but it's also a release— and it creates this pregnant pause afterwards, where you can really think about what happened.
The more I play and create games, the less convinced I am that the difficulty of games should be thought of in terms of a linear or exponential ramp upwards where, as the player gets stronger, you need to make the opposition increase proportionally in strength. [...] While some form of escalation certainly feels good in a challenging game, [there's] something futile and perhaps nihilistic about endlessly cranking a single knob that goes from easy to hard. Rather, I believe it makes more sense to think about difficulty in terms of the game's overall pacing. Difficulty should ebb and flow, and make room for other aspects of play.
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Now that Spelunky is done, what I feel most of all is a sense that I'm part of an even bigger puzzle that includes the people [who] influenced me, the players who play Spelunky, and whomever Spelunky has influenced in turn. [...] In the end, isn't that why we create things? Not just for the power of putting something into existence, but to connect with people and be part of the conversation that is human history. To have something that speaks for us when we're not speaking and even after we're gone.
Mario made more sense to me, thinking about it as an "athletic game". Even little details like Charging Chuck— there are just random sports characters that are in the Mario universe. And the fact that — at the end of a Super Mario World level — there's that bar that goes up and down, and you're trying to hit it— it kind of feels like hurdles. The fact that there is a timer in the game. [...] It all comes together to make each Mario level feel almost like a race where you can also explore.
This won't be your only chance to say something through your art. It's not even your only chance to relay this exact idea— after all, finishing a game doesn't mean you [can't] remake it later (or put out a sequel)! My advice is to abandon the goal of making an objectively great game. Instead, focus on making the best game you can at the time and find joy in your personal growth.