Designing Games — 21 best pieces of advice taken from the book
When I read a book, I often underline useful passages. Later when I am finished reading the book, I compile a summary of these important lines.
I am an Unreal Engine 5 game developer and this is 21 quotes from the book written by Tynan Sylvester, an INTP millionaire gamedev. I searched for INTP gamedev writers and this book was appraised by many. I used the money that my dying grandfather gave me as a Christmas gift to buy this book. My memento of his soul lives in my copy of the book. Let his will flow through my future gamedev ideas.
- These situations can be kept more interesting by not telling players everything, and instead rationing out information in a structured way to create suspense.
- The true parts of these statements (feedback from testers) are the raw emotions behind “I liked it” and “It wasn’t fun”
- So games that teach players to build, socialize, and fight will always have the broadest impact (values that shift loneliness to togetherness and poverty to wealth)
- To achieve sustained success, a game must use its new technology to unlock interactions and situations that could not have been experienced before (example: Doom)
- Games narratives are laden with clichés. The player character is an amnesiac. Or a super-soldier. One of the worst clichés is the crate (loot crate, they use the Start to crate metric as metric for bad games)