Like writing or poetry, I think, perhaps, you need to make a lot of bad games before you can make a great one.
— Matt Leacock (@mleacock)
Make a game that your core audience will love, and don’t worry about those outside your core audience.
— Chip Beauvais (@the_FlyingSheep)
Playtest other people’s designs. It’s the best game design education you can have.
— Gil Hova (@gilhova)
Ideas are overrated. Don’t get attached to them. People don’t play ideas, they play games.
— Gil Hova (@gilhova)
The most important part of game design is playtesting. Constant, relentless, iterative playtesting. Every single part of the game has to be battle-tested, every part has to justify its existence.
— Gil Hova (@gilhova)
Everyone has something to tell you. No matter how far along your design is, it can always benefit from feedback. Even if you don’t think the feedback is right, it has a grain of useful information about something your game can do differently, and sometimes better.
— Nathaniel Levan (@OakleafGames)
I believe in erring on the short side. Keep your players wanting more. Too many games overstay their welcome. Instead, add replay variety to encourage players to play again.
— Tom Lehmann
Creativity is a muscle, and you need to exercise that muscle. It’s that simple.
— Rob Couch (@poorly_designed)
You can think you have it mathed out, but if the butter to pancake ratio just seems off in your game then you gotta just add more butter.
— Ben Pinchback (@pinchback21)