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Just got Pokemon Essentials for XP. What could possibly go wrong? Feb 6, 2014
- Deep Thought was last seen:
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SignatureMy Personal Game Development Maxims
Maxim 1: If you cannot explain your game's basic plot to a complete stranger in under 3 minutes, then the plot is too complex.
Maxim 2: The primary "action" of the game should begin no more than 10 minutes after pressing START.
Maxim 3: The primary villain should be no stupider than the intended audience.
Maxim 4: The primary hero should be no smarter than the intended audience.
Maxim 5: The hero's primary love interest (assuming there is one) should have a legitimate use aside from "party/plot ballast".
Maxim 6: No matter how beautiful and deep your gameworld is, someone will try to speedrun it.
Maxim 7: Never operate under the assumption that the audience will want a sequel.
Maxim 8: Never operate under the assumption that your game's plot and/or mechanics are entirely new and unprecedented.
Maxim 9: Never tell the audience everything you know.
Maxim 10: Never tell the audience everything they need to know at the very beginning of the game.
Maxim 11: If you encounter brainstorming issues, stimulate the brain by stimulating the body. Laziness is the bane of creativity.
Maxim 12: When in doubt, explain your development issues to a rubber ducky.
Maxim 13: Fantasy is a genre, not an excuse.
Maxim 14: Realism should enhance beauty, not stifle it.
Maxim 15: Never force the player character to find a temporary solution to a cyclical problem.
Maxim 16: The fourth wall should be a one-way mirror: the characters may be aware that a mirror exists, and they may even know that someone is behind that mirror, but they must not see who or what is behind it.
Maxim 17: A poorly written plot is like a black hole: it cannot be escaped, it cannot be destroyed, and to an outside observer, the seed of conflict within never appears to change state.
Maxim 18: Our Universe is not only expanding, but its rate of expansion is accelerating. So it is with a progressive storyline; the plot points not only become further removed from the origin, but the rate and distance at which they propagate increases as the climax is approached. In layman's terms: The game's plot should speed up and get crazier as it goes on.
Maxim 19: What is the proper way for a story to end? To expand so quickly as to become unrecognizable? To recoil on itself and crunch back to an origin? To cool, decay, and achieve heat-death? To destroyed only by the trumpet call of the creator? There is no one answer.
Maxim 20: What is the difference between running an independent game company and running a brothel? The answer is simple: A brothel ultimately turns a profit.
And most importantly:
Maxim X: No matter how much you add or subtract from a game, the audience will always find something to complain about.