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.
Video game artist
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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Miyamoto and Tezuka, at least when they were designing the early Mario games— I've seen interviews where they describe the genre that Mario is in — and that they're working in — not as platformers but as "athletic games". [...] When I read that, that really changed the way I saw these games— and I feel like it captures the spirit of them much better than "platformer". Even the platformers that Mario has inspired afterwards don't feel as much like "athletic games" [as] the Mario series itself. And one of the iconic Mario songs by Koji Kondo is called "Athletic Theme", which plays into that.
I'm obsessed with finishing as a skill. Over the years, I've realized that so many of the good things that have come my way are because I was able to finish what I started. [...] Irrespective of how big the project was, each one I finished gave something back to me, whether it was new fans, a new benchmark for what I could accomplish, or new friends [whom] I could work with and learn from.
No matter how built up you are [in any Spelunky game] and how powerful you are, there is always that slight chance that it could all be over. It's exciting. It's not done enough in games— especially in modern games. [...] Real life is a huge inspiration for me, in terms of how real life works. We're trying to move towards "realism" in terms of graphics and things like that, but it's stuff like instant deaths that I think are more connected to real life from an interactive standpoint, which is what games are all about.
This is a straight-up religious problem: the idea of the player and the developer. Because I think [for] some developers, creating a game, it's a little universe— they don't want to be a part of that universe. They want the player to play and just experience the universe as created, and not be involved. And then, I think there are other developers [who] do want you to know "Hey— I designed this! My fingerprints are all over this." And then, there are players [who] I think want to play games basically as the "atheists" of that game world— where they want to just experience the world as-is, with all of its flaws and all of its ugly warts. And then, there are players who play, and because they know that there is a designer behind all of it, they want to basically pray to that deity of the universe to change it for them! [...] I think it has to do with fundamental differences in the way different designers want their game to be experienced, and also fundamental differences between different players and how they want to treat that relationship between the player of the game world and the designer.
Everything in Spelunky was designed with a similar sensibility, where we're trying to draw out the personality of each area, of each monster, from very simple actions and things that they do. And when they all come together, you get this complexity that's very interesting, and that makes every time you play in this randomized environment fun— because you start to see — over time — all the different patterns that can arise. [...] That's the emergent gameplay that comes out of it.
Not that there's anything wrong with wanting challenge for the sake of challenge, but it does make things that much more confusing when people are trying to evaluate spiky games. Again: the difficulty is only one part of the equation— it's the "heat" part of spicy food. I don't eat spicy food to feel pain, but the pain wakes me up— and it's the gateway to interesting flavors that you can't find anywhere else. The flavor is what makes spicy food good, and it gets easier and easier to withstand the heat the more you experience it.
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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.
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.
I think my word is "flow" for game design, because I think you want your game to flow, and I think you want your game development process to flow. To me, that means everything starting from a central idea, and then layering on top of that to have a very coherent experience. I think if you develop games that way, [it'll come across] to the players, and they'll have a similar experience that's really smooth.