Last active
March 19, 2024 12:10
-
-
Save McFunkypants/87f07ac5e8affad34391 to your computer and use it in GitHub Desktop.
Sid Meier's 10 Rules of Game Design
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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." |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
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:
And here's an archive.today snapshot and wayback archive.