Hey everyone.
As of April 14th, I will be on my Sabbatical until July 7th. During that time, I will not be involved in any TFT work, and will not be communicating anything TFT related. I will be using the time to disconnect and spend some time on some personal projects.
You'll hear from me again at the end of the Sabbatical. Until then, take it easy.
My daughter has officially finished high school. Graduation ceremony tomorrow.
WHERE DID THE TIME GO?!?!
Like I always said on stream, cherish every second of it, because you blink and it’s gone.
For sure! But that's an example of what I mean. There's a LOT of familiar/safe (Nintendo, Zelda/Link relation and Ganon, Master Sword, etc.) but ALSO a unique twist to the formula. Innovation people hadn't experience before.
You need both right now, and if that innovation had been wrong, it could have exploded in their face. So finding that line can be extra challenging.
Random game design thought on this random Wednesday...
The industry is in a fascinating place right now with how to make games for your audience. Gamers right now need both; heavy amounts of safety/familiarity, as well as large innovations. And how you walk the tight rope between those needs will make or break your game.
It's clear gamers are inherently defensive and change averse. A fighting game comes with certain expectations and if you change those, you're in trouble. Same with any genre. Or the IP, change too much and it shouldn't be that IP. Gamers want the safety of known IP, genre, developers with proven records, etc. So many of the big successes over the past 10+ years have this.
BUT...at the same time, you also need to innovate. If you just make a same old sequel, or a fast follow, or something that's been done before, gamers don't want more of it. In the current "attention economy", players are always seeking out something new and exciting, that delights them in a way they haven't experienced before. This means even if you do find a winning formula, that will only work for so long. You have to keep pushing for new!
It sounds like a contradiction, but I find it to be a unique challenge in our space. Taking parts that are known/familiar, combined with the right innovation, and you can make some truly unique magic. That's the part of game design I personally am excited for. Finding that middle ground of greatness.
Anyway, just a random thought. Hope your June started off well. Crazy we're almost half way through 2026 O_O...
@elhermano1337@kura_time I don’t agree with this. I think there’s lots of space here, it’s just a different audience so the overlap isn’t that large. Back when I did daily videos on PBE, that audience enjoyed the variety.
Somewhat. Nintendo is certainly super conservative on what types of games we were allowed to do, but they still gave room for some innovations. That was the fun, finding that line.
My final project there (Amiibo Challenge) we got to make a bunch of new mini toys with new abilities which was something I'd wanted to do for years. That still allowed us to cook up some fun!
That being said, it was still just a simple puzzle game...so the innovation wasn't in the area to widen the audience very much.
43 years old today. What do the kids call you if you're older then "unc"?
I always reflect around my birthday, and this year it's about the fact I've been a game designer for 20 years. I've had a wild career and done so much in those 20 years between Nintendo and Riot. At this age, I think I have about 20 years left in me work wise...which is kind of exciting!
The fact I have enough time to do everything I've already done AGAIN, but with all the knowledge and experience and skills I've got now...not to mention how far tech has come...I'm actually so hyped for the next 20 years. If I manage to do even half of what I did the first 20, it will be a banger career.
Ok, time to take kids to school and then prep for family filled weekend. Hope y'all have a great weekend also :)