To make a world feel really real and immersive, you have to take a step back. And you have to try not to guide the player so much — and show them eve… - Derek Yu

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To make a world feel really real and immersive, you have to take a step back. And you have to try not to guide the player so much — and show them everything — because that is the fun part about games— discovering things on [your] own, making [your] own mistakes. That's what gives the games meaning. When I feel like someone has their hand on my shoulder, and they're just pushing me around, I feel like I'm losing a lot of the meaning of games, which is that joy of discovery.

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About Derek Yu

Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.

Works in ChatGPT, Claude, or Any AI

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Additional quotes by Derek Yu

This won't be your only chance to say something through your art. It's not even your only chance to relay this exact idea— after all, finishing a game doesn't mean you [can't] remake it later (or put out a sequel)! My advice is to abandon the goal of making an objectively great game. Instead, focus on making the best game you can at the time and find joy in your personal growth.

My worry is that as players we've grown too comfortable with being comfortable. We revel in being consumers of products, rather than contributors to a rapidly-evolving art form. [...] We've gone from asking "How does this game play?" to asking, "Does this game play the way I want it to play?"

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.

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