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But wait, there's more! It's all the same arguments everyone is still having all these years, again explained within one minute, and this was made by a non-gamedev at the time!
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So when I see folks say 'If you're not a game dev, stay out of this conversation!' or 'You try and sit behind playtesters and see how they get stuck!' I am flabbergasted. He wasn't a gamedev, and he explained the problem in 1 minute. And he did this... 13 YEARS AGO www.youtube.com/watch?v=8Fpi...
And for the arguments of "Well, 20% of players will always get stuck, so we just have to have incredibly ham-fisted and immersion breaking UX in our games.", alright, but if: 1. You do not mind the other 80% are now annoyed as hell. 2. You are crunching to get it done. bsky.app/profile/ryst...
And many designers know this. But when an exec comes in and throws away months of hard work on a whim, and then tells you to redesign something better in 1 month, you throw some paint on there and add some self talk to save it. So, it’s a combo of yellow paint and this: bsky.app/profile/mary...
The 20% number is as grabbed from thin air as the 80% is, so it's a vibe answered with a vibe. You would have to research for actual numbers. For the 2.5% who are loud: Yes, but that does not negate the other folks who are quietly disappointed. As with any creative work: bsky.app/profile/ryst...
Of course this isn't tied to just game development, which is especially why I find the 'Only game devs should be part of this conversation' train of thought so terrible. All creative endeavors have these problems. Every Frame A Painting did a great job explaining this with Jackie Chan:
In most cases the correct answer is "The level design and game design are not meshing together well, and we cannot resolve this for time, political, or expertise reasons. So, just slap some paint on that thing and call it done." and you feel this when you play it. Not your fault, but you do feel it.