The only way to make a game is to make a game. Then be horrified that it is awful. Then fix it. And repeat. The trick is to not give up, to explore false paths, to find dead ends – and then keep doing it.
— Rob Daviau (@robdaviau)
Some ideas are bad ideas, and you realize that once you get a prototype. Some games are good ideas, but you get stuck and put it aside and never go back. The trick is to be able to discern what is a bad idea, and what is a good idea that needs work.
— Rob Daviau (@robdaviaugamer)
It’s okay to not put a mediocre thing on Kickstarter just because you’ve spent a lot of time on it.
— Jamey Stegmaier (@jameystegmaier)
For early prototypes, use what’s on hand. Borrow art from the web, if you want art. Don’t spend a lot of time reinventing the wheel.
— Brett Myers (@brettspiel)
Like the first draft of a book, the first physical prototype is a real hurdle to overcome. Remember: freedom to fail. A book could be well-written without an editor. I don’t think any game can be well-designed without playtesters. That’s the second hurdle.
Behrooz Shahriari (@bbshahriari)