Why You Shouldn't Give Players What They Want | Edmund McMillen (The Binding of Isaac)
Today I'm talking with indie game designer Edmund McMillen (The Binding of Isaac, Mewgenics, Super Meat Boy) about the way he approaches making games. Edmund has a pretty simple philosophy when it comes to game design, even if the games themselves are extremely complex and multilayered. He designs games to please himself, and so far that's worked remarkably well as a business model because it turns out there are millions of other players who want to play the kinds of games he wants to make. We discuss everything from the twisted idea behind Mewgenics, the resurgence in popularity of The Binding of Isaac, and what he's learned about the mindset of players. We also talk about why you'd lose your mind trying to please everyone, and the importance of understanding what players are really asking for when they give feedback on his games. 00:00 Why AAA Games Play It Too Safe 00:52 Introduction 01:49 Edmund McMillen's Recent Steam Games 06:50 Revealing His Most Played Steam Games 11:16 Can a Developer Ever Experience Their Own Game Like a Player? 13:14 Why Edmund Only Makes Games for Himself 18:22 Staying Motivated Through Six Years of Development 19:48 Designing Without Planning Everything 23:56 Why Creative Freedom Made Mewgenics Better 24:24 Emotional Prototyping & Outer Wilds 26:21 The Origin Story of Mewgenics 37:24 What Success Actually Means as a Game Developer 38:59 The Binding of Isaac Keeps Selling More Every Year 40:01 4 Million Sales During Steam Summer Sale 43:19 Looking Back at Indie Game: The Movie 46:24 Learning From Mistakes & Improving Every Game 47:32 Why Players Wanted More Mewgenics After Finishing It 50:53 Why Listening to Every Player Is a Bad Idea 54:02 Review Bombs, Localisation & Managing Fans 57:18 Why AAA Games Play It Too Safe 59:00 Ending #thebindingofisaac #mewgenics #gamingpodcast #gaming

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