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" "The most important thing to know about video game development and schooling is that no one, whether it's an indie studio or big company, cares about degrees. How could it, when some of its most prominent members are drop-outs or never-beens?
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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The business model of arcades— I don't know how it will be replicated ever again, but it created such an interesting category of games, just based on the unique features of it. And I think it's one of the few places where the business model of the arcades really forced this type of design that was— I call it "lean and explosive". [I say] "lean" because you have to push players along to the interesting parts of the game as quickly as possible. And you just don't see that in modern gaming and modern game development. [...] And I say "explosive" because they don't save anything for the end. The experiences are quite short: to play through an arcade game, it's 30 minutes to an hour, tops, for the longer arcade games. And you don't want to save anything for the end because players are renting the game a quarter at a time. And so, starting with Stage 1, you've got to put it all out on the table, while still — in the later parts of the game — giving people something to look forward to. And I think that has been very influential on Spelunky 1 and 2, and it's just a type of design I really enjoy.
This is a straight-up religious problem: the idea of the player and the developer. Because I think [for] some developers, creating a game, it's a little universe— they don't want to be a part of that universe. They want the player to play and just experience the universe as created, and not be involved. And then, I think there are other developers [who] do want you to know "Hey— I designed this! My fingerprints are all over this." And then, there are players [who] I think want to play games basically as the "atheists" of that game world— where they want to just experience the world as-is, with all of its flaws and all of its ugly warts. And then, there are players who play, and because they know that there is a designer behind all of it, they want to basically pray to that deity of the universe to change it for them! [...] I think it has to do with fundamental differences in the way different designers want their game to be experienced, and also fundamental differences between different players and how they want to treat that relationship between the player of the game world and the designer.
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.