Limited Time Offer
Premium members can get their quote collection automatically imported into their Quotewise collections.
" "I've started to think of myself, personally, as a "work in progress" that will never reach completion— but in order to keep progressing, I have to release games. [...] You're releasing a game, but you yourself are not "done". And so, I think that takes some of the pressure off for me— to think about things that way. And in general— to think about art and life as this cyclic thing, because you're going to keep going and make more things, so just put out what you've got and do the best you can. It's not a final judgment of you, as a person and an artist, when you release a game.
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
Premium members can get their quote collection automatically imported into their Quotewise collections.
Related quotes. More quotes will automatically load as you scroll down, or you can use the load more buttons.
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 best games come out of a mutual respect between the creator and the player. The player does not demand a certain experience from the creator because they trust in the creator's expertise and because they want to be surprised. A personal creative vision cannot bloom without the freedom afforded by that trust. At the same time, creators must trust in the curiosity and abilities of their players. Continuously interrupting play to steer players with direct text messages and other obvious hints not only infantilizes them, but it also reveals the creator's insecurity in their ability to design games.
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.