Observing tests of your game run by someone else lets you spot your influence on playtest outcomes and data.
— John Brieger
Keep grinding, the only way out is through.
— JR Honeycutt
When making a game, you don’t have to innovate if you’re improving on what’s out there. Also, as long as the game experience is new and novel, the mechanisms themselves don’t have to be.
— Seth Jaffee
Rationalizing arbitrary choices that work is easier than careful planning. It looks the same from outside. It’s not.
— JR Honeycutt
Express extreme appreciation for negative feedback, so that testers learn they should always speak up about issues.
— John Brieger
Can you summarise the primary focus of your game into 1-5 words? Everything not supporting that core focus should maybe be cut.
— Behrooz Shahriari
At some point, you’ll hate your own game. Keep testing through that valley – but be willing to shelve it.
— John Brieger
Every mechanism has problems and advantages. Good design is using them in the best possible way, for a suitable purpose.
— Behrooz Shahriari
It’s not a game designer’s job to know how an idea will play. It’s their job to find out.
— Jay Treat
Your playtesters’ minor irritants of today are your reviewers’ slams of tomorrow.
— John Brieger