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 ex… - Derek Yu

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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.

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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

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.

Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out. Just like writing— you don't want to go through it sentence by sentence, making sure every sentence is perfect before you move on. Get an outline down.

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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