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	<title>Comments on: Design Taught in Pitfalls #2: Taking The Plunge</title>
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	<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/</link>
	<description>indie adventure games design, development &#38; appreciation</description>
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		<title>By: Ben Chandler</title>
		<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/comment-page-1/#comment-662</link>
		<dc:creator>Ben Chandler</dc:creator>
		<pubDate>Tue, 01 Dec 2009 13:24:59 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3635#comment-662</guid>
		<description>&quot;This made me laugh like a snoring bear&quot;

The best kind of laugh. Hooray! :D</description>
		<content:encoded><![CDATA[<p>&#8220;This made me laugh like a snoring bear&#8221;</p>
<p>The best kind of laugh. Hooray! <img src='http://www.hardydev.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Kaworu</title>
		<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/comment-page-1/#comment-658</link>
		<dc:creator>Kaworu</dc:creator>
		<pubDate>Mon, 30 Nov 2009 10:34:37 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3635#comment-658</guid>
		<description>&quot;Starting a game is easy. It’s really easy – so easy that we often jump in before we’ve thought about it.&quot;

This made me laugh like a snoring bear :)</description>
		<content:encoded><![CDATA[<p>&#8220;Starting a game is easy. It’s really easy – so easy that we often jump in before we’ve thought about it.&#8221;</p>
<p>This made me laugh like a snoring bear <img src='http://www.hardydev.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Igor Hardy</title>
		<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/comment-page-1/#comment-649</link>
		<dc:creator>Igor Hardy</dc:creator>
		<pubDate>Thu, 26 Nov 2009 20:19:29 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3635#comment-649</guid>
		<description>I think the best compromise for the beginning of the development process is to take the essential and most interesting features in a game and base on them a basic, playable prototype. It is supposed to already be fun to try for a few minutes.

And to be honest I&#039;m just repeating what I&#039;ve read in this excellent article here: http://www.gamasutra.com/features/20051026/gabler_02.shtml

Especially, the &quot;Build The Toy First&quot; advice speaks to me.</description>
		<content:encoded><![CDATA[<p>I think the best compromise for the beginning of the development process is to take the essential and most interesting features in a game and base on them a basic, playable prototype. It is supposed to already be fun to try for a few minutes.</p>
<p>And to be honest I&#8217;m just repeating what I&#8217;ve read in this excellent article here: <a href="http://www.gamasutra.com/features/20051026/gabler_02.shtml" rel="nofollow">http://www.gamasutra.com/features/20051026/gabler_02.shtml</a></p>
<p>Especially, the &#8220;Build The Toy First&#8221; advice speaks to me.</p>
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		<title>By: Ben Chandler</title>
		<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/comment-page-1/#comment-645</link>
		<dc:creator>Ben Chandler</dc:creator>
		<pubDate>Wed, 25 Nov 2009 21:20:57 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3635#comment-645</guid>
		<description>Heh, hard to completely disagree or agree when I&#039;ve covered both sides of the debate.

I agree it&#039;s very useful to check if your crazy ideas work first before you get 10 rooms in and go &quot;Oh, hang on a minute, I might have to redo all of this&quot; - nobody likes reworking more than they have to.

However, I have also seen countless projects die because they weren&#039;t even slightly playable after weeks of work (being able to walk around in an adventure game or rpg doesn&#039;t count as &#039;playable&#039; unless you&#039;re building a walking simulator). If you still can&#039;t play even a bit of the game you&#039;ve been working on and you&#039;re several weeks in, it&#039;s going to be hard to stay motivated.

Perhaps it&#039;s more a question of ensuring your ambition matches your capabilities, then. As I said at the start of the first section, I feel that finding the right balance is the key, so I guess if something is beyond your limitations as a scripter then I&#039;d suggest getting rid of it, changing it or getting help with it.

Thanks for bringing up that point!</description>
		<content:encoded><![CDATA[<p>Heh, hard to completely disagree or agree when I&#8217;ve covered both sides of the debate.</p>
<p>I agree it&#8217;s very useful to check if your crazy ideas work first before you get 10 rooms in and go &#8220;Oh, hang on a minute, I might have to redo all of this&#8221; &#8211; nobody likes reworking more than they have to.</p>
<p>However, I have also seen countless projects die because they weren&#8217;t even slightly playable after weeks of work (being able to walk around in an adventure game or rpg doesn&#8217;t count as &#8216;playable&#8217; unless you&#8217;re building a walking simulator). If you still can&#8217;t play even a bit of the game you&#8217;ve been working on and you&#8217;re several weeks in, it&#8217;s going to be hard to stay motivated.</p>
<p>Perhaps it&#8217;s more a question of ensuring your ambition matches your capabilities, then. As I said at the start of the first section, I feel that finding the right balance is the key, so I guess if something is beyond your limitations as a scripter then I&#8217;d suggest getting rid of it, changing it or getting help with it.</p>
<p>Thanks for bringing up that point!</p>
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		<title>By: Joshua Nuernberger</title>
		<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/comment-page-1/#comment-644</link>
		<dc:creator>Joshua Nuernberger</dc:creator>
		<pubDate>Wed, 25 Nov 2009 18:23:21 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3635#comment-644</guid>
		<description>Nice post.

I slightly (disagree? agree?) with your second point about innovation. I find it useful to push/script/test-out the innovative mechanic first, just so you know that it will work for the rest of the game. I try to always get a one-room demo fully playable with every feature I want in a game before I embark on the long development journey. That way if the feature you wanted doesn&#039;t work initially, you won&#039;t spend time later scrapping and reworking parts of the game that depended on it.</description>
		<content:encoded><![CDATA[<p>Nice post.</p>
<p>I slightly (disagree? agree?) with your second point about innovation. I find it useful to push/script/test-out the innovative mechanic first, just so you know that it will work for the rest of the game. I try to always get a one-room demo fully playable with every feature I want in a game before I embark on the long development journey. That way if the feature you wanted doesn&#8217;t work initially, you won&#8217;t spend time later scrapping and reworking parts of the game that depended on it.</p>
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