Believe it or not, Game developers don't make games. We don't slave away for 10 months so that a game can pop into existence. No, what game develoers make is milestones. The first milestone might just be some little code for a salmon swimming around in the water, the next milestone might add a player-controlled rod and reel, and the third milestone might have the fish biting the bait off the rod and reel if you wiggle the joystick just right.
You can tweak and adjust a game forever, slightly improving graphics and creating more gameplay, but at some point you really need to put whatever you have in a box and shove it out the door. You have to move onto other projects, and the only way you can do that is if you finish the one you're on, or salvage what you can of it.
Try not to design everything too early, or you will be left with a design that doesn't fit your game. Anything that is "Fun" (or whatever emotion you're attempting to evoke) gets attention and expanded upon. Anthing that isn't gets cut.
Sunday, July 31, 2005
[VW] 6 Indie Mistakes (in Game Design)
Found this post over at kuro5hin. It's got a lot of relevance for RPG designers too, I feel. Especially these points:
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