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" "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.
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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Miyamoto and Tezuka, at least when they were designing the early Mario games— I've seen interviews where they describe the genre that Mario is in — and that they're working in — not as platformers but as "athletic games". [...] When I read that, that really changed the way I saw these games— and I feel like it captures the spirit of them much better than "platformer". Even the platformers that Mario has inspired afterwards don't feel as much like "athletic games" [as] the Mario series itself. And one of the iconic Mario songs by Koji Kondo is called "Athletic Theme", which plays into that.
Unsurprisingly, not everybody likes spiky games! [They're] like bitter or spicy food— [they're] an acquired taste that you have to build up. [...] It can be hard for people who don't like spicy food to understand why spicy-food fans love it so much. If you're just starting out on your spicy-food journey, you can't taste the flavor— just the heat and the pain. Similarly, spiky games generate a lot of enthusiasm from their fans, but for people who aren't there yet, they can just seem hard.
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Spiky games are often thought of as "punishing", but the difficulty — while it's an important part of the design ethos — is in service of the goal, rather than the goal itself. The real goal is to put the player in a state of focus about the game— and to really care about what they're doing at any given moment. [...] Winning or finishing the game is not the main goal of a spiky game, even if that's ultimately what [the player is] working toward.