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" "I want people to play around with [Spelunky 2] and not focus so much on "beating" it. I think it's a difficult concept for people to wrap their head[s] around. [...] It is a hard game, but the challenge is really just a backdrop for people to play and experiment.
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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I focus as much on the process of making games as the games themselves, because I have the experience now to know how hard game-making is at any level. I don't just make a game because I want to make the game; I make it because it's also the right time to make it and the right people are around to help me make it. I never assume that a game is going to get made out of sheer will. A lot of the decisions that you make in the conceptual phase will either help you or haunt you, once the development starts.
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.
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I think about making art, in general, as a dialogue. That's what it is, in the end— you're expressing yourself, and your audience gets their chance to express themselves. And especially with video games — it being interactive and it being software — it really is a continuing conversation— very directly now, and very literally. [...] In this moment, it is a conversation, as well as being this long-running conversation throughout history.