Yarv 🫠

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Yarv 🫠

Yarv 🫠

@Yarvillian

Professional warlock, mythic raider for Functional-Area 52, Pepe scholar. Avatar: @iamlaceysimpson. The opinions here are my own *peep*

Florida, USA Katılım Ekim 2009
679 Takip Edilen424 Takipçiler
Sabitlenmiş Tweet
Yarv 🫠
Yarv 🫠@Yarvillian·
@jord_tron_5000 so you have shown us the origin of Pepe but did he come from an egg? If so what did that egg look like #originofpepe
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むくり
むくり@mu___9ri·
み ー て ー
GIF
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Seaeyes
Seaeyes@SeaeyesTri·
For my bird watchers ♥️
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james hawkins
james hawkins@james406·
110-year-old Turkish grandma shares her secret to a long life: "i never once used Microsoft Teams"
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titsay 𓆏
titsay 𓆏@titsay·
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only cute things
only cute things@cutedreamvibes·
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Yarv 🫠
Yarv 🫠@Yarvillian·
@fellming Love your style for this! So amazing :O
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Fellming
Fellming@fellming·
Draenei Syune for Nera
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thomasmahler
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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Pint 🔥
Pint 🔥@PintLive·
final fantasy players hated him because he spoke the truth
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Zoid Kirsch
Zoid Kirsch@ZoidCTF·
31,058 hours played since World of Warcraft launched on Nov 23rd, 2004. Average of four hours per day for the last twenty one years.
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Newegg@Newegg

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corb
corb@awshuqs·
I miss you too, Elmo. It’s just… I’m not a little boy anymore. I’ve been beaten down and molded into a slave for the capitalist machine. I’m not trying to make excuses. This was a wake up call. I need to reassess my priorities and make time for those who care for me. I’m sorry.
Elmo@elmo

Where have you been? Elmo has been missing you!

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Game Hunter
Game Hunter@imgamehunter·
Jeff Kaplan's advice to people who complain about video games they've never played "Shut the f*ck up"
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Elmo
Elmo@elmo·
Elmo did not realize that Mr. Ryan Gosling was such a big fan of rocks...
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Yarv 🫠
Yarv 🫠@Yarvillian·
@kamiaristudio Hello. Your colors really pop here. Love the little guy. I’ll be first in line for a drink :)
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kamiaristudio
kamiaristudio@kamiaristudio·
fresh squeezed lemonade 💛🍋✨
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kat | toasty ♡
kat | toasty ♡@katthebard·
bal'a dash, alpacanore or whatever they say
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Revenant
Revenant@Revenantart·
Fran from Final Fantasy 12, in her Woodweller's Garb from Opera Omnia
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Yodragon
Yodragon@Yodragon_·
Here's a full version of the Silvermoon City art used in Midnight's login screen. I put this together manually using in-game texture files. I wanted to create a wallpaper of the Silvermoon part of the login screen without the void border surrounding it.
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Jordan Powers
Jordan Powers@jord_tron_5000·
My hope is that (aside from having fun!) folks discover a newfound appreciation for Props – the small works of art we lovingly craft for this amazing game. Props often takes a back seat with in-game visuals, but Housing finally lets them shine center stage. See you in Azeroth!✨
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