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@iainlobb	
  
Zwok	
  
Meta4orce	
  
Stackopolis	
  
Pop	
  Pirates	
  
Owl	
  Spin	
  
Dull	
  Dude	
  Games	
  
Super	
  Gun	
  Kids	
  
Addic>ng	
  Game	
  Design	
  
Addic>ve	
  Game	
  Design	
  
I	
  hope	
  I’m	
  right!	
  
Without	
  good	
  game	
  
  design	
  you	
  are	
  
guaranteed	
  to	
  fail.	
  
Tailor	
  your	
  game	
  to	
  the	
  
           market.	
  
Play	
  test	
  your	
  game	
  on	
  
people	
  other	
  than	
  your	
  
           friends.	
  	
  
Don’t	
  ignore	
  feedback.	
  
Don’t	
  clone.	
  
Recombine	
  popular	
  
 game	
  mechanics.	
  
Nobody	
  reads.	
  
Make	
  learning	
  the	
  rules	
  
into	
  part	
  of	
  the	
  game.	
  
Games	
  should	
  get	
  easier	
  
 as	
  they	
  go,	
  not	
  harder.	
  
Flight	
  
(Armor	
  Games)	
  
Humans	
  are	
  hunter-­‐
gatherers.	
  Let	
  the	
  player	
  
collect	
  coins,	
  power-­‐ups	
  
           and	
  keys.	
  
Items	
  and	
  upgrades	
  
turn	
  a	
  skill	
  game	
  into	
  a	
  
     strategy	
  game.	
  	
  
Whatever	
  you	
  do,	
  put	
  a	
  
 shop	
  in	
  your	
  game!	
  
Deep	
  game	
  play	
  is	
  based	
  
on	
  decision	
  making,	
  not	
  
      manual	
  dexterity.	
  
Let	
  the	
  player	
  know	
  what	
  
they	
  can	
  get	
  if	
  they	
  keep	
  
               playing.	
  
Randomise	
  rewards.	
  
Saving	
  the	
  player’s	
  
progress	
  increases	
  their	
  
  investment	
  in	
  your	
  
          game.	
  
The	
  new	
  genera>on	
  of	
  
   gamers	
  have	
  never	
  
played	
  games	
  that	
  don’t	
  
  save	
  their	
  progress.	
  
Don’t	
  make	
  players	
  
repeat	
  large	
  sec>ons	
  of	
  
      game	
  play.	
  
Auto-­‐save	
  all	
  the	
  >me.	
  
Build	
  your	
  own	
  
achievements	
  system.	
  
Tell	
  the	
  story	
  with	
  voice	
  
 ac>ng	
  and	
  game	
  play.	
  
Sissy’s	
  Magical	
  Ponycorn	
  Adventure	
  
       (Untold	
  Entertainment)	
  



                   Meta4orce	
  
2.5	
  dimensions	
  is	
  enough	
  
         for	
  anybody.	
  
Create	
  living	
  worlds	
  
  to	
  explore,	
  not	
  
   empty	
  voids.	
  
Take	
  the	
  player	
  on	
  a	
  
         journey.	
  
Li[le	
  Wheel	
  
(One	
  Click	
  Dog)	
  
Puzzles	
  should	
  make	
  the	
  
 player	
  feel	
  clever,	
  not	
  
            stupid.	
  
The	
  wrong	
  theme	
  will	
  kill	
  
your	
  game	
  before	
  you’ve	
  
         even	
  started.	
  
Cute	
  characters,	
  animals	
  
  and	
  friendly	
  monsters	
  
have	
  broader	
  appeal	
  than	
  
        space	
  marines.	
  
...but	
  consider	
  your	
  
      audience.	
  
Remember	
  what	
  you	
  liked	
  
when	
  you	
  were	
  8	
  years	
  old.	
  
Keep	
  the	
  guns	
  but	
  lose	
  the	
  
                gore.	
  
Good	
  characters	
  are	
  
recognisable	
  from	
  their	
  
     silhoue[es.	
  
Good	
  characters	
  are	
  
recognisable	
  from	
  their	
  
    colour	
  scheme.	
  
It’s	
  easier	
  to	
  iden>fy	
  with	
  
     a	
  simple	
  character.	
  
To	
  iden>fy	
  with	
  a	
  character,	
  
 we	
  need	
  to	
  see	
  their	
  face.	
  
Even	
  viewed	
  from	
  the	
  side,	
  
characters	
  should	
  face	
  the	
  
            camera.	
  
Characters	
  with	
  big	
  heads	
  
  are	
  more	
  expressive.	
  
Use	
  a	
  Zelda-­‐like	
  
perspec>ve	
  rather	
  than	
  a	
  
  true	
  top-­‐down	
  view.	
  
The	
  same	
  idea	
  can	
  be	
  a	
  
hit	
  or	
  a	
  flop	
  depending	
  
       on	
  how	
  well	
  you	
  
        implement	
  it.	
  
Don’t	
  invent	
  your	
  own	
  
  control	
  scheme.	
  
Polish	
  like	
  crazy!	
  

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