Stupid questions every games developer should ask
summary
Nine pragmatic questions for design choices: identify the non-game love that informs a mechanic, strip features until the game breaks to find its core, and design a car-mechanic pinball hybrid as an example of reimagining nostalgia. Prioritize repeat purchase over one-off spend, use frustration and pacing (Dark Souls-style tension) to create triumph, avoid Swiss‑Army‑knife bloat (Assassin’s Creed Unity example), and experiment with a weapon token with serial number and API (blockchain item that logs kills) to test ownership and cross‑game value.
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chapters (12)
- 0:00Introduction and background
- 3:40What do you love that’s not a game
- 6:33Why players dream of your game
- 9:05Love and hate in gameplay
- 11:38Cutting features to improve games
- 15:05Stop players from burning out
- 18:03What players truly value
- 21:42Give players reasons to return
- 24:30Make players feel jealous
- 27:07Who owns your game
- 28:12What does it mean to earn a game
- 32:11Summary and closing
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