“There are a lot of ways to design a real-time game, but my favorite real-time games, and the way I like to design them, is to keep the actions and the amount of thought required for those actions simple. The fun of the game comes from making lots of small decisions under the stress of the time pressure. If there’s too much to keep track of in the game, and you’re under that same stress, the game gets bogged down.”
— Kane Klenko
“Being a professional creator means constantly letting discomfort into your life. Learning new tools and techniques, tearing down your creations and building them back up, seeking feedback, pitching, networking - all of these open you up to potential uncomfortable feelings. ”
— Emma Larkins
“#gamedesign in 2 steps:
1) Find something that’s fun/interesting to do
2) Build a system that rewards players for doing that
(There’s obviously more to it - endless playtesting, balancing, simplifying, playtesting, and playtesting - but this is game design in its simplest form.)”
— Peter C. Hayward
“Even when focused on testing one game, bring along the prototypes for 1-2 others. Don’t miss out on extra tests. ”
— John Brieger
“Leaning on the same people to test the same game each iteration biases results. Get new perspectives constantly.”
— John Brieger
“Even if your #gamedesign was perfect (it isn’t), playtesters would still tell you to change things.”
— John Brieger