Posted by Sara Pickell at 5:00 AM
A bad story is exponentially worse than no story at all.
If you cannot make a good story, tack on something simple, spend 20 seconds explaining it, then get to the good part.
A story told through the characters and the environment has a profound impact on the overall experience. A story told in block text at the beginning, or through constant repetition of the synopsis by characters of the story, does not.
There will still be people who want to fast forward to the good parts.
If the sex sucks, they really won't stick around for the story.
Gaming is a fundamentally masturbatory activity. The more pleasure you can output for the least amount of user obligation with adequate marketing, the better your market penetration.
Hard Core is all about finding your niche and filling it, though some niches are bigger than others.
If you neglect the over the top responses, your product will probably seem pretty boring.
Bad music may be cheap, but you'd be amazed the jump in quality that comes with turning it off.
Amateur is about .1% solid gold, 2% comedy gold and 97.9% too shitty to bear.
Yes, you're serious acting career is over.
No, you cannot make a real movie out of this.
If at first you don't succeed, hope the studio didn't blow too much money on you.
When in doubt, remember that a sequel to a crappy game will still sell at least %50 of what the original did.
No matter how shitty the original was, someone will bitch about how the sequel ruined it.
A long series in short form is better than a short series in long form. No matter how bad your writer is, at least 1/100 will show some real ingenuity.
Change genres every now and then, it helps you think outside the box.
Choose a look, cheap or classy. Don't EVER mix the two.
There is money in the non-pg13 market.
And that's all that comes to mind at the moment.
Labels: game design