Message from @kook at lowers

Discord ID: 503318929968463912


2018-10-20 21:21:09 UTC  

Sure, though I'm not sure that's a common enough experience to be a meaningful touchstone

2018-10-20 21:22:25 UTC  

Mark seems to include comments of the developers from time to time, like his video on x-com 2s timers and how to encourage players to play the way you want to play. or his videos about mario's hat and movement

2018-10-20 21:24:33 UTC  

I think he does a good job overall, but often misses things relevant to the practitioner

2018-10-20 21:25:46 UTC  

I'm also wary of the high-level approach because I've seen my share of disasters wrought by designers trying to build the vision without the building blocks, or not connectign them well

2018-10-20 21:26:09 UTC  

I think it best to take stuff like his as you would philosophies about art generally

2018-10-20 21:26:10 UTC  

not good design then is it

2018-10-20 21:26:39 UTC  

And two days after that, Mitch gets mobbed... the left are the biggest hypocrites.

2018-10-20 21:26:44 UTC  

Good to read wide, but never good to take as gospel

2018-10-20 21:26:58 UTC  

oh never

2018-10-20 21:27:18 UTC  

things to take into consideration

2018-10-20 21:27:31 UTC  

Yes, I think so

2018-10-20 21:27:46 UTC  

I've just seen his stuff shared among designers and non-designers alike a lot as normative

2018-10-20 21:28:07 UTC  

It's thoughtful, but also really easy to just use as a justification for your own weak design skills

2018-10-20 21:28:22 UTC  

anyone who views a 1000 mile view as anything closer to the ground than 1000 miles is doomed to fall a 1000 miles.

2018-10-20 21:28:48 UTC  

who are u talking about

2018-10-20 21:28:51 UTC  

There's that in spades in the industry

2018-10-20 21:29:04 UTC  

i think there is that in spades in any industry tbh

2018-10-20 21:29:17 UTC  

i see my fair share at my work

2018-10-20 21:29:40 UTC  

True, but it always feel like a lot of other industries have more...checks on that

2018-10-20 21:29:44 UTC  

Hello world 👋

2018-10-20 21:29:53 UTC  

hi

2018-10-20 21:29:58 UTC  

Or at least damage mitigation

2018-10-20 21:30:05 UTC  

idk about that, i think you just don't see all the failed projects as much

2018-10-20 21:30:07 UTC  

better hidden

2018-10-20 21:30:22 UTC  

More cheaply failed?

2018-10-20 21:30:24 UTC  

quicker to crash

2018-10-20 21:30:49 UTC  

That's the sort of thing I mean

2018-10-20 21:31:24 UTC  

well some things just have shorter life cycles. anything software based is gonna have a pretty long life cycle relatively speaking

2018-10-20 21:32:01 UTC  

I think it's more to do with it being art vs. directly useful

2018-10-20 21:32:19 UTC  

I have lots of friends in software stuff where they can narrow down what's working and what's not pretty easily

2018-10-20 21:32:30 UTC  

"Fun" is...a lot fuzzier

2018-10-20 21:32:45 UTC  

true

2018-10-20 21:32:56 UTC  

although so is figuring out interfaces that work

2018-10-20 21:32:58 UTC  

If you're in that market, anyway; I'm not sure what your average F2P mobile game optimizes for is "fun"

2018-10-20 21:33:19 UTC  

Yeah, but that has known methods that are _relatively_ cheap to investigate

2018-10-20 21:33:30 UTC  

e.g. A/B testing

2018-10-20 21:33:36 UTC  

true

2018-10-20 21:33:45 UTC  

IMO games are just too expensive to produce

2018-10-20 21:33:50 UTC  

And that will have to change sooner or later

2018-10-20 21:34:03 UTC  

At least for the AAA open-world stuff