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发表于 2012-6-14 12:01:34
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Part of it, is about not trying to be professional.
A lot of people come into indie games, trying to be like a big company.
What those game companies do is create highly polished things that serve as large an audience as possible.
The way that you do that is by filing off all the bumps on something.
If there's a sharp corner.
You make sure that's not going to hurt anybody.
That creation of this highly glossy, commercial product is the opposite of making something personal.
Things that are personal have flaws.
They have vulnerabilities.
If you don't see a vulnerability in somebody.
You're probably not relating to them on a very personal level.
So it's the same with a game design.
Making it, was about:
Let me take my deepest flaws and vulnerabilities and put them in the game.
and let's see what happens. |
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