TAILIEUCHUNG - Game Design: Theory & Practice- P17

Game Design: Theory & Practice- P17: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 458 Chapter 22 Interview Will Wright concern that implies that a lot of the other stuff that we were sweating over is actually working. Was deciding what to include and what to leave out a function of how much time you had to complete the game That was certainly a big part of it although whenever we hit one of those situations we tried to leave the game open-ended so that we could expand it in that direction with a download. We haven t fully demonstrated how much we can expand the game with downloaded objects. Also it s easy for people to say that they want weekends but they re not thinking through all of the ramifications of it which we did. And most people when I sit and explain why we don t have weekends all of a sudden they realize why not and say Oh you re right I guess I don t want weekends. So how did you decide what limits to put on the simulation That very much was a resource issue. We could have put in the nightclub and the work and all that and added another year to the game s development. At which point it would have been past its best time. Another thing is we could have done all that on a similar schedule but done everything a lot worse. I figured I would much rather do the house really well than do everything poorly. Which I think is what would have happened realistically knowing how projects go. So your advice to game designers is to focus their designs You also really have to understand what the core of the fun is going to be in the game. And if you re adding this stuff just so you can put more bullet points on the back of the box but it s not actually making the game more fun it s totally wasted effort. There s an old Japanese saying that I love and it s about gardening Your garden is not complete until there s nothing else you can remove. So you think that adage applies to game design Oh very much. If you look at the amount of stuff we took out of this game it would probably surprise you. Like the needs for instance. You know we have the eight .

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