1 min read

Rules for making games

  • If you have some control over it, and it affects the player's experience, you should either design it, or think very hard about why you're not going to.
  • Relatedly: "A play begins when you first hear about it, and ends when you stop thinking about it" -- Tassos Stevens
  • Making a game is easy. Finishing a game is difficult. Selling a game is almost impossible.
  • Tell people about your stuff - you owe it to the work.
  • Which future of games is correct? All of them. No platform/genre/style/whatever ever really goes away, it just gets more niche.
  • It can be useful to start with an interesting problem, then try to solve it as well as possible.
  • Relatedly: It's important to know what problem you're trying to solve.
  • Relatedly: Don't import conventions without examining them carefully.
  • If you start by building an engine, you'll never make a game.
  • Try the stupid/simple solution first.
  • The easiest way to be beautiful is to be consistent.
  • It doesn't matter if what you're making stops being a "game" halfway through. Or even if it never starts as one at all.
  • Sometimes you need to slog through it. But you're basically useless at design when you're slogging. So take a break!
  • What you make matters more than how well you make it / Your life is finite.
  • Try to work in a way that's sustainable. Do you want to be doing this in ten years time?
  • Don't talk all the excitement out of a project, save some of it for actually building the thing.
  • Trying to find ways to break definitions is a good way to innovate.
  • If you rip off unexpected things, people will call you original.
  • It's never the player's fault.
  • Be generous.

I liked writing this because I hate prescriptive rules about game making. Also because it's such an incredible act of hubris.

I'm posting it because I'm curious how well they'll stand up.