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" "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.
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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One of the most fun things about games is learning. It's learning the game and getting that knowledge for yourself about this little world. The only way you can really do that is by figuring it out yourself. If the game tells me something before I get a chance to learn it myself: 1) that's really annoying, but 2) it robs [me] of that experience.
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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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.