The perils of designing a game by trial and error:

This is one of the more important screencasts I've made. I try to teach people a method for designing games, one that relies on thinking and problem-solving. Some people appear to use a much free-er form, I daresay sloppy, method, which amounts in large part to trial-and-error (guess and check) and "throwing ?things against the wall to see what sticks."

This is one of the more important screencasts I've made. I try to teach people a method for designing games, one that relies on thinking and problem-solving. Some people appear to use a much free-er form, I daresay sloppy, method, which amounts in large part to trial-and-error (guess and check) and "throwing ?things against the wall to see what sticks."