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Sid Meier's 10 Rules of Game Design
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Sid Meier's 10 Rules of Game Design | |
1. Choose a topic you have a passion for. Game Design is about creativity. | |
2. Do research after the game is done. Tap into the player’s brain. | |
3. Define your axioms, refine your axioms. Prototype, prototype, prototype; sit in all the chairs. | |
4. Double it or cut it in half. You are more wrong than you think. | |
5. Make sure the player is having fun, not the designer/computer. | |
6. Games should be easy to start playing, but hard to stop playing. | |
7. Simple systems work together to create complexity. | |
8. Make it ‘Epic’! | |
9. Most important part of the game is the first and last 15 minutes. | |
10. Know when to stop, more is not always better and just because we can, doesn’t mean we should. | |
========================== | |
Bonus quote: | |
"a good game is a series of interesting choices." |
redbar0n
commented
Jul 11, 2019
via email
Thanks. I found some clarification by Sid Meier himself in his 2012
presentation about the quote:
https://youtu.be/WggIdtrqgKg
tor. 11. jul. 2019 kl. 01:02 skrev Christer Kaitila <
[email protected]>:
… I'm sorry, I do not. For the contentious bonus quote, my original source
is from Soren Johnson, available here:
https://www.gamasutra.com/view/news/114402/Analysis_Sid_Meiers_Key_Design_Lessons.php
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Soren's reprinted his article on his podcast website with more readable formatting than gamasutra/gamedeveloper's missing line breaks. That article includes these rules:
- a good game is a series of interesting choices
- Double it or Cut it by Half
- One Good Game is Better than Two Great Ones
- Do your Research after the Game is Done
- The Player Should Have the Fun, not the Designer or the Computer
- the player must “always be the star”
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