I am digging through some old emails, for a presentation I am giving in a few days ...
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(c) Peoples' perception of the quality of a thing depends very much on surface-level features, even if they are supposed to be a professional whose job is to see beyond these. (e.g. the first phone conversation with the Steam guy who rejected the game in a fairly demeaning
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manner, which is why the game launched on XBLA and didn't come to Steam until way later). If your game doesn't look good and sound good, most people will assume it's had little effort put in, so will not see good design or unusual ideas; they will just seem weird and unappealing.
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I presume this translates to all other art forms as well. You can of course get lucky despite your thing not looking good or sounding good, but polish can help you tremendously.
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I wonder how many minutes (seconds?) they played for. People's hot / shallow takes are often amazingly bad. "I'm not sure, need [much] more time" can be hard to say. Ofc, I'm guilty of this too sometimes.
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He played for 30 minutes, "up to a pit where there was a growing green key and there's no way out of the pit". The letter he sent me was really long, like pages long!
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when I started my career I spent a lot of energy trying to get non-technical managers/business owners to understand why some things couldn't get done by the arbitrary deadlines they set. Dunning-Kruger effect seems to be rampant.
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If he found the pitch for Braid that ridiculous, he probably would've sent you a cease and desist after hearing the pitch for 'The Witness'.
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Isn't it cool when non-programmer people try to give you a lesson about how your code works? Bc, hell, your only the programmer, but he/she is a gamer, not even that, a TRUE GAMER, BEHOOOLD! YOU MERE MORTAL!


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One thing to remember about "brutally honest" people (or opinions) is that they can be just "plain wrong"
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*looking forward working with you* kinda of comments haha
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Lost notes from Life is Strange.
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when you say "the game" here you mean braid?
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Good movement and collision code becomes invisible. The players brain just accepts it as a natural fact of the game world and gets no sense of it taking work to achieve.
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Same goes for well made coherent visual environment. You take it in at a glance oblivious to the maybe hundreds of assets it's made up of. So, in a way, when you hear someone say they could make HL3 in 3 months, it's a testament to HL2 successfully hiding complexity.
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