>>25617
>>25618
These youtube channels aren't making stuff up, their summarizing information created by people who make video games. Yes, it would be better to experience it all yourself, but you would have to to play dozens of games to get a feel for every death mechanic and how they fit in their system, or hundreds of hours into MOBAs to get the nuances between DOTA and LOL. You don't find painters who trail and error their way into discovering perspective and color theory
Also a lot of design goes into not being noticed, I doubt you would have consciously noticed Super Mario 3D World's lack of a tutorial, or RE4's lack of a difficulty menu. Most people aren't going to bother recording an action game to find the bits that make it feel alive, or bother copying a tech tree into excel to reverse engineer the math behind it. A lot of these videos are just primers, but the good ones give you a peek into the mechanics that aren't advertised in the window so you know where to look for more.
>I'm not saying, stop learning, or stop taking advice because I also ask people for opinions on what I do. And I also look at various videos where some neat shit is shown.
Nothing in this thread implies that learning theory is all you should do, you're the one that game in here and said
>I honestly will never understand why people watch or read advice on how to design games, I understand getting feedback from players of your game only.
So I don't get why you're complaining when this thread is just posting what's available