Follow

"We're comfortable with frustrating the player—just so long as we have something to teach [them]."

The way Hugo Martin is speaking about their approaches to designing DOOM Eternal makes it seem like he's absorbed a lot of the things I've talked about in my capacity as a games user researcher.

Sign in to participate in the conversation
Mastodon

Server run by the main developers of the project 🐘 It is not focused on any particular niche interest - everyone is welcome as long as you follow our code of conduct!