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From: olorin@world.std.com (Mark J Musante)
Subject: Re: My yearly thoughts on the game design process.
Message-ID: <DwIBM4.9xs@world.std.com>
Organization: The World @ Software Tool & Die
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References: <4vbft2$jk2@agate.berkeley.edu> <63dPVpACnlGyEw0H@amster.demon.co.uk>
Date: Wed, 21 Aug 1996 21:27:35 GMT
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Bob Adams (amster@amster.demon.co.uk) wrote:
> In article <4vbft2$jk2@agate.berkeley.edu>, Gerry Kevin Wilson
> <whizzard@uclink.berkeley.edu> writes
> >
> >Here are this year's top ten thoughts on game design. Drum roll, please.
> >
> >10. I look forward to the day when I get a job as a game designer, and
> >only have to design games instead of programming them.  Implementation is
> >death for the fun in game design.

> The implementation is all part of the games development; some of my best
> ideas have come whilst I was in the middle of programming.

I have to second this.

> >
> >9. If you find yourself tempted to add just one more puzzle to your game
> >before releasing it.  RESIST!  If I could learn to follow my own thoughts
> >on the matter, my implementation time would be cut in half.

> In the old days of 8 bit programming, the limiting factor was what you
> could squeeze into 48/64k and what you could afford to leave out! Life
> was so much simpler then...

 [ vitrolic responses to GKW's humorous list deleted ]

Interesting, Bob.  Get up on the wrong side of the planet, did we?

 - Mark
