Brian Freyermuth

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Brian Freyermuth

Brian Freyermuth

@BrianFreyermuth

Design Director and VO Director at @SteelWoolStudio. Writes 📚 with my wife, Juliet. Loves anything genre, traveling, and listening to Finnish folk metal music.

Sacramento Katılım Temmuz 2013
228 Takip Edilen2.3K Takipçiler
John
John@FuhNaff·
Today is my birthday!!!! 🎉 Just wanted to take this opportunity to say thank you for all of your support over the years. This past year was full of dream-come-true moments that I’m still trying to process lol. I am so happy and grateful to still be here 💙
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Brian Freyermuth
Brian Freyermuth@BrianFreyermuth·
Ironically, I just started watching Fringe again. Such an amazing show. If you want a show that actually had a mystery where they knew where they were going, check this out on Disney +. I would also stop after the 3rd season...
CineLost@thecinelost

Do you remember this series?

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Brian Freyermuth
Brian Freyermuth@BrianFreyermuth·
During my bachelor party, I stayed up all night watching the Maxx on tv. It was surreal, wonderful experience. I went out the next month and bought all the comics. Such an amazing, amazing story about trauma and loss, wrapping in a pseudo-superhero story. RIP Sam Keith.
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Brian Freyermuth
Brian Freyermuth@BrianFreyermuth·
This is an amazing insight. There is a difference between frustration and progression, and we as devs need to find that balance.
thomasmahler@thomasmahler

There’s a pattern we should talk about that has quietly killed a lot of great games over the years. It usually pans out like so: 1) Developers listen to players and think they do them a favor by giving them exactly what they asked for. 2) Players love it - at first. 3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened. The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc. And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first. But you also just removed some of the very things that made the game special. Magic in games often comes from limitations. Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning. Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special. As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be. They start talking about which awesome presents they'll receive and every day they come up with new things. The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present. You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are. And the same is true for games. When everything is always available, then: - Nothing feels special - Nothing is worth planning for - Nothing creates stories anymore You’ve optimized the fun out of the system. We’ve seen this over and over: You remove keys, costs, or gates and players gleefully cheer you on. But suddenly: - The gameplay loop breaks - The economy collapses - The sense of progression disappears Another example: social friction. The magic of early World of Warcraft was that it was basically the first social network. You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends. Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good. But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be. Here’s the uncomfortable truth: Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun. THAT is the developer’s job. Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience. Because if you give players everything they want… You might be taking away the reason they loved your game in the first place.

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Brian Freyermuth
Brian Freyermuth@BrianFreyermuth·
Still one of my favorite actresses of all time. Her work on Orphan Black was just amazing. And if you haven’t checked out Star Trek Starfleet Academy, you really should .
Daily Tatiana Maslany@SestraHulk

Jonathan Frakes called Tatiana Maslany his “secret weapon” on Star Trek: Starfleet Academy and it's easy to see why. She was able to convey so much emotion using only her eyes, before saying a single word and her scenes with Sandro Rosta were beautiful!

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Brian Freyermuth retweetledi
Steel Wool Studios
Steel Wool Studios@SteelWoolStudio·
Roses are red. Violets are blue. I only needed one. And it was you. 💘 The Mimic
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