* Think! * In most situations, focus on gameplay, not story. * There is no Easy Button. * As with most other endeavors, in game design you probably won't be good at it to start with. * Keep it simple. Avoid the "curse of more". * Don't forget replayability, which usually comes from uncertainty. * What is the player going to DO? * In a good game there should be both ways to help yourself and to hinder the enemy (and sometimes but not always, both at once). * Ideas are a dime a dozen. * It's not the idea, it's the execution. * You need to WORK to get ideas. * Ideas alone are virtually worthless. * If you want your game made, you need to WORK at it. * Game design is 10% inspiration and 90% perspiration. * Write it down! * Don't hide behind the computer! * Games are not movies. They're interactive. * If the player isn't doing something, it's not really a game. * If no one can play your game design, you don't have a game yet. * Playtesting is the heart of game creation. * Your prototype will change a lot, don't spend time making it "pretty" or fancy. * Learn to play your game solo, even if it's for five players. * Plan, monitor, control, replan. * Listen most to playtesters who lost the game. * Get input from people who don't feel a need to keep you happy. * Playtesting is giving people the opportunity to say your game sucks. * Games can always be improved, but there comes a point when it isn't worth the time it takes (Diminishing Marginal Returns). * When in doubt, leave it out. * Good games take time to mature, regardless of your rush -- like concrete drying. * You need the patience of Job. * Game designers don't get to play (finished) games much. * All games are art -- and the players don't care.
C'è del vero in tutto questo Probabilmente tutti i vari master e corsi di game design potrebbero facilmente essere sostituiti dalla lettura di questa lista.