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Abe Train

Oct 13, 2026

22:19
How do you decide what makes the cut, what doesn't? How long do you test games before you scrap them? I would love to hear a little bit about that process.
22:27
Yeah.
22:28
For ideas for new games, I find it really helps that I, I put, like, creative limits is maybe the right term.
22:36
So, you know, like, if I'm, I, I wanna make a game, it, it's, I, I know right away I'm telling you that my next game and none of my future games are gonna be Call of Duty, right? Because, you know, it's not in my wheelhouse.
22:46
But I can also tell you that it's probably not gonna be anything even related to a, a, a million different subjects just because.
22:53
Like, it's probably not gonna be a platformer, unless I come up with a way to make, like, a physics platform that teaches you physics, which is something I've, like, thought about before.
23:00
But unless, anything short of that, I'm not gonna be making those kinds of games because I know that I, I work in this, in this world.
25:23
How does designing for a smaller, more obsessive audience differ from designing from more of a mass market audience?

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