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watch out for premature production
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understand core philosophy
- ~ game design is more art than science
- ~ games introduce voluntary obstacles (which makes it different to for example ⋱ make software)
- ~ have emergent complexity and your game is good
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~ make a game replayable by adding meaningful, dilemmatic choices with unpredictable outcomes
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see also:
- ~ in gameplay, a change is as good as a rest
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~ implement two interacting mechanics to make it interesting
⋱ design a game
Backlinks (19)
- ask﹕what's the *Essential Experience*﹖
- how to make the world a better place by building really good tools for learning﹖
- ~ ask﹕ can the player 'get good'﹖
- ~ be engaging even without the gameplay
- ~ before designing game loops, imagine the ideal play session
- ~ have emergent complexity and your game is good
- ~ implement two interacting mechanics to make it interesting
- ~ make a game replayable by adding meaningful, dilemmatic choices with unpredictable outcomes
- ~ you should know the dominant strat in your game as gamedev
- ⁓ the input hardware of old Arcades is very interesting & inspiring
- ⇄ positive feedback loops vs. negative feedback loops
- ⌣ agon, alea, mimicry, ilinx
- ⌣ crispiness
- ⌣ market value curves
- ⌣ motivation in game dev
- ◊ Ritual Space
- ◊ game
- ◊ no-overlay UI
- ◊ punishment