Famous Game Designer @GameDesignGuru
I look deeply into the very stuff of ludic creations. Wherever cards are shuffled Joined November 2014-
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There is no rules set so elegant or mechanism so clever that cannot be ruined by poorly conceived scoring rules.
The more complicated scoring rules become, the more obfuscated the game state becomes. That's a recipe for paralysis, not depth.
The naive designer honestly believes that their game came together very quickly, but everybody else needs to spend more time on development.
An inept or poorly thought out theme is far worse for immersion than no theme at all. Do not force things that seem "cool".
Simplicity, used poorly, is more dangerous than complexity, for simplicity and shallowness are often mistaken, to the detriment of games.
A mind forever voyaging is an incredibly rich resource. Make certain some of your journeys are undirected, so you can find serendipity.
Be not afraid to identify the progenitors of your designs. Revel in your knowledge of the craft, and seek only to show a new facet of games.
Eschew the cargo cult of design tips. Be thoughtful, be able to discuss your ideas in depth, and always think about why you're doing things.
Until you can clearly explain why the rules to your favorite game are the way they are, your own design work will be naive.
Whatever time you are spending on development, versus design, it is almost always insufficient. Sometimes woefully insufficient.
It is a common fallacy that simple games create gamers. Enthusiasm creates gamers. That enthusiasm may be fed by complexity as well.
Mechanics first or theme first misses the point. Decision first! Concentrate on how your players are thinking. All else follows.
The 10x engineer is a myth, but the 10x playtester is a reality. Some playtesters really are 10x more productive than average. Cherish them.
Reject no ideas. Even inconvenient ones will be useful, properly considered. You should focus on maximizing your ideas, not editing them.
If a solid re-theme of your game occurs to you within 5 minutes, it's best not to concentrate on theme at all. Players will see through it.
Busy is the natural state of a game designer. It just shows you are working. To complain about it is to complain that water is wet.
If you feel you are 100% in control of your game, and it's not in the process of being printed, you need to reach further. Scare yourself.
Do not describe your game as set collection. It describes scoring, not what players do. It tells nothing about the should of the game.
Concentrate on the twentieth play. What will the player still be excited about? What draws them there and beyond? What will be an irritant?
As you watch the game today, let your mind wander. The bolt of inspiration may emerge from watching the elemental struggle before you.

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