Kevan
1.5K posts

Kevan
@Kevanyip
I once was a Game Designer, maybe I will be again one day, who knows. / Currently enjoying Elden Ring: Nightreign, Zenless Zone Zero
Vancouver, British Columbia Katılım Mart 2010
920 Takip Edilen144 Takipçiler

Quitting after the first failure.
Bean Juice Studios@BeanJuiceStudio
Game dev question of the day What are some of the worst mistakes new devs make?
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@BandaiNamcoUS Bro looks like he's being made into a plushie against his will
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Bring a cartwheeling terror from the Lands Between into your ELDEN RING collection!
Fresh from the misty marshes of Liurnia, this premium 28cm Deluxe Plushie brings one of ELDEN RING's most iconic denizens into the real world.
Pre-order here: spr.ly/6016B8HVxE

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There's a new message on Knock Knock... What could it be?
Check out the video!
※ Artwork by @cocodar
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@DoveTortle Hello TortleDove, what is the best way to contact you? I'd like to commission you for a game project. Please check your DMs if you can see this. Cheers!
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@thomasmahler @HAmorata It’s also why people like eating sweet things with their coffee. You can truly appreciate the sweetness only when it’s contrasted with the bitterness of coffee! Achieving something is truly rewarding only when you have overcome difficulty
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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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Kevan retweetledi

@countlessn1ghts As somene on a similar journey, hearing this fills me with determination. Played the demo for far too long its so enjoyable! Congratulations on crossing the finish line and creating such a fun game!
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after a year and a half of development, my game comes out in 24 hours, here are some thoughts
#gamedev #indiegame

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@murinomiyu_jp Okay as someone who grew up around thick Chinese accents and is currently studying Japanese, this woman is somehow really easy to understand 😂
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@honzogonzo Maybe cause seeing your character die a quick death is less humiliating than seeing the get their ass beat for 30 seconds
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@2XKOIntel Been busting my blitzass in neutral only to learn the solution is playing teemo 😭
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@jchensor @GinoDacampo This is how grown ups talk through their differences, fgc peanut gallery could learn a lot from James gesture here
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@GinoDacampo In the interest of feedback, I was hoping you could send me a DM. I genuinely would like to have a nice discussion with you and get some feedback and such. But I do think it would be more productive without character limits and without a peanut gallery.
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Kevan retweetledi

We actually got it 10 years ago at CEO 2015 👀
PREMIUM STROKES @ evo@silenthooper
we got the greatest ceo entrance of all time this year doe
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