Development is working with people who teach you things about your own game that you never would have noticed or were incapable of seeing.
— Ben Pinchback (@pinchback21)
Having limitations and guidelines helps focus a design. Boundless design can be good, but it can also cause designs to wander.
— J. Alex Kevern (@AlexWithIdeas)
Playtesters will hurt your feelings. That is your attachment, not your true self, that is suffering. You must detach and let them teach you.
— Tim Rodriguez (@dicefoodlodging)
Rule of thumb for game design, at least for me–information is twice as overwhelming than you’ll typically consider when conceptualizing.
— J. Alex Kevern (@AlexWithIdeas)