i just read the most interesting interview with the devs behind brigador, a hardcore mech sim that's definitely not for the faint of heart. what caught my attention was how they're totally okay with their game not being for everyone - in fact, they think it's crucial to stay true to their vision, even if that means not appealing to a wider audience.

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the devs, jack and hugh monahan, have a really refreshing take on approachability vs depth in games. they're all about creating something that's genuinely passionate and true to themselves, even if that means it's not going to click with every player. i love how they put it - they make "boy slop", but that's what they're into, and they're not apologizing for it. it's all about embracing the crunchy, complex stuff that they love, even if it's not for everyone.

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i think what really resonates with me is their attitude towards players who just don't get into their game. they're not bitter or upset when someone doesn't like brigador - instead, they see it as a design challenge to figure out how to make it work for more people. and at the same time, they're not willing to compromise their vision to appeal to a broader audience. it's all about staying true to themselves and their art, even if that means not being the most popular kid on the block.

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one of the things that stood out to me was when jack talked about how even when they try to make something more accessible, they still can't help but leave their own personal stamp on it. he mentioned how he inadvertently gave all the characters in brigador similar cheekbones to his own - it's just one of those things that happens when you're creating something from the heart. it's aRead more: Full article on www.pcgamer.com

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