Our commandments of game design series kicks off 2013 with Flow, Flower and Journey producer, Kellee Santiago, co-founder and former President of thatgamecompany. She is now a partner at Indie Fund. We published our own ten commandments in November, and you can keep track of all the collected proclamations by using the Commandments of game design search tag.
Today is the turn of Ubisoft Montreal’s Alex Hutchinson, who helmed development of Assassin’s Creed III as creative director, and has previously worked on the likes of Spore and Army Of Two: The 40th Day. As we said at the beginning of this series, we set no stipulations for how many commandments devs should supply, and focused on a single, important rule. Hutchinson was one such creative.
The latest in our commandments of game design series sees Eidos Montreal executive producer David Anfossi offer up his tips. Anfossi’s CV includes worked on Deus Ex: Human Revolution and Splinter Cell: Chaos Theory. We published our own ten commandments last month, and you can keep track of all the collected rules by using the Commandments of game design search tag.
The third instalment in our series of developer commandments features Frank Lantz, co-founder of Drop7 creator Area/Code and now creative director at Zynga New York. He’s also director of the NYU Game Center and the head of its MFA programme. We published our own ten commandments last month, and you can keep track of all the collected rules by using the Commandments of game design search tag.
Continuing our series of developer commandments, RedLynx creative director and lead designer on Trials Evolution Antti Ilvessuo offers up his ten rules for making better games. We published our ten commandments last week, and you can keep track of every doctrine using the Commandments of game design search tag.
In the process of putting together our 10 Commandments Of Game Design feature, we got in touch with some of the industry’s top videogame creators and asked them to tell us their own commandments. Some gave us one or two key doctrines, while others sent over a full list of ten (or, in the case of today’s preacher, PopCap co-founder and chief game designer Jason Kapalka, eleven). Over the next few days, we’ll be publishing their thoughts on the website.
In 2003, we published our Ten Commandments of game design, a set of rules that we felt would universally improve videogames. Ranging from save states to control schemes, they outlined the preoccupations of both players and game designers in that specific period of history. “In another ten years, this list will look laughably obsolete,” we said, hoping that by then technology and design practice would have left it in the distant past. Not quite, though many of those commandments do indeed look archaic today, with the game industry having rolled swiftly onwards. But that progress has also introduced new challenges to making great games.
If Edge was God, and it’s a rare day when it doesn’t wish it were, these would be its commandments. This isn’t game theory. These are rules that Edge believes are universally and inarguably applicable to all and any games. That some of the laws listed here may seem mundane doesn’t diminish their potential to make a great game good and a bad game unplayable.