If you want to be a better game designer, destroy your ego.

(A thread.)
You will make mistakes. You will make cringeworthy material. You will design something that is clunky, or ineffective, or a perverse incentive, or insensitive, or a mechanic that threatens the entire game's integrity.
These are moments to learn from, and people who talk about them are giving you feedback to absorb.

Taste is subjective. People who rail on your material because of differences in taste are expressing opinions, which means you can decide how much weight to give them.
People who point out mistakes and errors are sometimes jerks about it. You can't do anything about that. What you can do is decide what you learn from those mistakes and errors. If you choose to reject such feedback because it made you mad, you just lost a chance at improvement.
You're under no obligation to platform people who are cruel to you, but don't mistake "this was an error" for a personal jab. If you cut out everyone who gives you critical feedback, you lose a significant chunk of material from which to grow as a designer.
Some things you can't do anything about. When people are jerks about it, ignore them. If you can't do anything about it, why waste your time and energy on it?
Folks love to go online and say "Why haven't you done this thing?" when your company or your product isn't planning to go in that direction. And some people won't take it well and will never accept anything you give them. Ignore the ones you'll never please.
When you make a big mistake, that's a teachable moment, both for you as a designer and about you as a person. Do you own up to it? Or do you double down, try to silence the people who are giving you critical feedback, go on as if nothing happened, learn nothing?
If you're a game designer, you should internalize this difficult lesson as early as you can. Otherwise you can spend years losing valuable critiques, insights, and learning experiences.

Destroy your ego. Use your mistakes to learn.

~Fin~

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More from @JesseHeinig

25 Nov
Hey @Wizards_DnD players, 𝘛𝘢𝘴𝘩𝘢'𝘴 𝘊𝘢𝘶𝘭𝘥𝘳𝘰𝘯 𝘰𝘧 𝘌𝘷𝘦𝘳𝘺𝘵𝘩𝘪𝘯𝘨 is finally here, and with it the new rules about changing up ability score modifiers, languages, and skills that are connected with race in the core book. Let's chat!

(cw: bigotry)

(A thread)

1/ Cover of "Tasha's Caul...
D&D rarely does extradiegetic text. Going back to 1st edition there are some places where Gygax writes essay-form analysis of what constitutes good play and gives advice about successful adventuring...

2/ Picture from 1st edition AD...
... but by and large, the game rarely has text explaining "Here's WHY this rule exists" or "You may want to do X, instead of Y, depending on the goals for your game." (Monte Cook talked about this in an interview where he said their original goal was to...

3/
Read 22 tweets
18 Sep
Recently designer @justice_arman wrote a bit about D&D effects that take players out of play - spells like 𝘩𝘰𝘭𝘥 𝘱𝘦𝘳𝘴𝘰𝘯 and 𝘮𝘢𝘻𝘦, which (if the dice don't favor you) just take you out of the game for some amount of time. (thread) #dnd

1/
Of course this has a long pedigree in D&D. Spells like this go back to the early editions. Not to mention that much of D&D's game mechanics are built on a "roll well or you just lost your turn" system - attack and miss? Failed your skill check? Often similar to doin' nuthin'.

2/
In early early early editions of D&D, characters had few options, meaning that taking your turn was fast. That meant that combat was quick. Swing, miss! Next! Swing, hit! Next! 𝘔𝘢𝘨𝘪𝘤 𝘮𝘪𝘴𝘴𝘪𝘭𝘦 and you've used your one spell! Next!

3/
Read 17 tweets
12 Sep
Why the Internet and Social Media is a Minefield for Game Devs: A Thread. 1/
Fans of @trekonlinegame may recall @VengeanceGOD's oft-repeated refrain of "we don't talk about upcoming content!" This is for several reasons, typically learned through hard experience. 2/
First, when you announce an upcoming feature, there's always the possibility of something beyond your control happening and delaying or cancelling it. The further away the release date, the bigger the chance that something could change. 3/
Read 19 tweets
8 Sep
Happy #StarTrekDay!

Let's celebrate the bright future that Star Trek envisions for us - all of us, together.

Over fifty years ago we were introduced to the idea of a future in which humanity had learned to sort out its problems and work together.

(A thread.) @StarTrek Constitution-class starship navigating an asteroid ring arou
Through the lens of space travel we explored our own challenges as people, and confronted our own problems - sometimes metaphorically, sometimes directly.

Today, that tradition carries on with the various Star Trek shows, movies, books, and games. Beauty shot of all "hero" starships from various S
We imagine a bright future for everyone - one in which we try to solve issues with science and diplomacy first. One in which we can meet the material and emotional needs of people and give everyone equal footing in our society. Michael Burnham (ST: Discovery) and Seven (ST: Picard) as th
Read 16 tweets
24 Jan 19
I'm sure we all see from time to time the repeated refrain to creators that they shouldn't talk politics, that they should just stick to making games or writing books or acting or whatever it is that they do, that nobody wants their political opinions. 1/
Usually this is someone who wants to support the status quo, who wants to unthinkingly consume media without being challenged about The Way Things Are or How Some Things Are Problematic. Just let me watch my movie and get my video game points and stop Forcing A Message, eh? 2/
Thing is, movies and games and books and theater are all part of our culture. Art is a reflection of our culture. And our culture, as a dear friend and anthropologist once told me, is shared. Culture is negotiated. Culture is a fluid space where people intersect. 3/
Read 16 tweets

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