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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...
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.
That video is from: www.youtube.com/watch?v=Z1PC... When he says: "Why are you paying money to not see the action?" It's the same vibe as: "Why did you pay money for a game that you cannot play without your hand being held?"
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Here's one additional video, as folks are bringing up 'Those are 2D games! For 3D games this is completely different!' Nope, it's still the same basic concept, particularly with level design. @gamemakerstoolkit.com made a great video about this 9 years ago: www.youtube.com/watch?v=dBmI...