That might be the core of game design to me— making connections from every part of the game to every other part of the game. [...] I think it's been … - Derek Yu

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That might be the core of game design to me— making connections from every part of the game to every other part of the game. [...] I think it's been really fun to be able to do Spelunky Classic, Spelunky HD, and now, Spelunky 2. And it really feels to me like seeing the evolution of a lot of our favorite childhood franchises and seeing how they've grown up, and being inspired by that.

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About Derek Yu

Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.

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Additional quotes by Derek Yu

As game designers, we naturally gravitate towards order, because we create rules, and we create systems, and we create structure. And those are all things that belong to this idea of order. [...] And so, I think it makes complete sense that as game designers, we would embrace order, and we would be very attracted to things like "balance", things like "elegance" in game design. [But] more recently — and maybe a big part of this is my experience with Spelunky — I've started to rethink that a little bit. And I've started to think more about chaos as the defining trait of game design. Or at least that's something that really appeals to me right now— this idea that we're not creating these ordered systems, but we're creating chaos for the player to find order in.

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.

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.

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