@Jonathan_Blow I like your number one beef from that CC interview. As a member of the younger gen of game makers myself it's something I'm only just getting through / over.
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Replying to @droqen
I was definitely thinking about GDC circa 2009-2015 when I was saying that (though it still goes today). I want to come up with a better way to describe what I mean there, to make the point stronger. Feeling good about making games is fine, but it's not the job description...
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Replying to @Jonathan_Blow
having a community is valuable, but making games for your friends is not a sustainable* job. the job description (of 'making games' broadly) is making games for other people you might not know or like, one way or another. * with some exceptions, because there always are
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Replying to @droqen
I don't think about it in terms of audience, I just try to make things according to some standard of quality that is not related to how much social approval I receive (and may be inversely correlated to some degree).
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Replying to @Jonathan_Blow
can you say whether it's cause-and-effect? too much social approval = change what you're making, or simply incidental: as things align more closely to your standard of quality, you've noticed they receive less social approval
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I think that's something that is different for each person .. I can't say how it is on average since I am a pretty weird person.
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Replying to @Jonathan_Blow
oh, i meant you specifically. i'm not asking for advice, just information-gathering because i'm curious.
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