“A game cannot please all of the people all of the time; take critical points of view under consideration, but don’t let them drag you down or send you off on a tangent.”
— Eric Jome
“When play testing a game, if a player asks “can I do this fun thing?” The answer should almost always be “yes!””
— Matthew O'Malley (@BlackOakGames)
“Think about why your tester said something, not just what they said.”
— Paul Peterson (@warewolf00)
“Make it smaller. Then make it smaller again. Until you can’t anymore.”
— John du Bois (@JohnduBois)
“Surround yourself with people who will encourage you and will never, ever let you get by with subpar work.”
— Jason D. Kingsley (@JasonDKingsley)
“Don’t start with what players do, but rather what you want players to think about. Then focus the mechanics from there.”
— J. Alex Kevern (@AlexWithIdeas)
“Don’t add something to your game just because it should be there. Add it because it can’t be left out.”
— Nat Levan (@OakleafGames)
“If you want your game to be published, consider the publisher part of the audience.”
— Steven Cole (@steveongames)
“Designing a game is an exploration. Guess to start. Seek to learn. No decision is final that isn’t informed by play.”
— Jay Treat (@jtreat3)
“The ending of a game should feel consistent with the rest. Once the middle is fun, try different ways to end it.”
— Randy Hoyt (@randyhoyt)