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The Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 5 months ago

Commentary on taking feedback as a game designer, from someone who worked on the original DOOM.

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Commentary on taking feedback as a game designer, from someone who worked on the original DOOM.

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The Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 5 months ago
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  • FlashMobOfOne@lemmy.world
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    5 months ago

    One of the keys to being happy is just letting other people enjoy things.

    • ChrisMcMillan@lemmy.world
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      5 months ago

      This! If someone could explain that to republicans, please?!?

  • Leon@pawb.social
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    5 months ago

    If they want to strike up chats with demons they should give Shin Megami Tensei a whirl.

  • Venia Silente@lemmy.dbzer0.com
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    5 months ago

    It’s important to know your audience. it’s also important to know your not-audience.

    • caseyweederman@lemmy.ca
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      5 months ago

      Naudience.

  • AeronMelon@lemmy.world
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    5 months ago

    Isn’t this something that happens in Balder’s Gate 3?

    “If into the diplomacy options you go, only pain will you find.”

    • Godort@lemmy.ca
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      5 months ago

      I dunno man, I’m going through it for the first time right now and I convinced a demon to kill his minions and himself in front of me.

      • prettybunnys@piefed.social
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        5 months ago

        My group cheered when I convinced him to do that.

        Probably because it was the first time I didn’t first seduce the enemy

  • AnUnusualRelic@lemmy.world
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    5 months ago

    Why can’t we have Doom except instead of shooting monsters, we have to manage train schedules? In space?

    • TwodogsFighting@lemdro.id
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      5 months ago

      Depression.

      • Lemminary@lemmy.world
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        5 months ago

        Your mother sucks off train conductors in deep space!

        • Hupf@feddit.org
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          5 months ago

          And your father smells of elderberry.

          • Burninator05@lemmy.world
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            5 months ago

            Now go away or I shall taunt you a second time.

    • ZombiFrancis@sh.itjust.works
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      5 months ago

      Is it somehow set in a high school and it’s all anime?

      Can we date the Pinky?

    • SabinStargem@lemmy.today
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      5 months ago

      Sans the lack of shooting, this will serve.

      • EldritchFemininity@lemmy.blahaj.zone
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        5 months ago

        Just play on peaceful difficulty, no biters means no shooting.

      • mnemonicmonkeys@sh.itjust.works
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        5 months ago

        There are plenty of guns in that game though

        • Raptorox@sh.itjust.works
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          5 months ago

          “Sans the lack of shooting” Sans means without

          • mnemonicmonkeys@sh.itjust.works
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            5 months ago

            Fuck

      • Captain Aggravated@sh.itjust.works
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        5 months ago

        There’s shooting in Factorio. You can even automate pistols for some reason.

        • thethunderwolf@lemmy.dbzer0.com
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          5 months ago

          That’s what they’re saying. Sans means without, so “Sans the lack of shooting” is “Without the lack of shooting”

  • DefederateLemmyMl@feddit.nl
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    5 months ago

    I don’t think Sandy did much game design on Doom though. He was mainly a level designer who came in late in the project to finish the levels started by Tom Hall, who had left id software, and to grind out levels for the third episode. By the time Sandy joined id software, Doom (the engine and game mechanics) was already pretty much the game it was going to be.

    I should also say that the maps he made for Doom and Doom 2 are by far my least favorite in the game.

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