Jason
chasing a bee
<strong>[ Article ]</strong>
<p>For the benefit of future generations of developers, Soren Johnson put down on virtual paper <a href="http://www.designer-notes.com/?p=119" target="_blank"><u>Sid's Rules</u></a>, some of Sid "Please stop Writing About Me Like I'm Dead" Meier's basic lessons on game design.</p><blockquote><p>If a unit seems too weak, don’t lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half. The point is not that the new values are likely to be correct - the goal is to stake out more design territory with each successive iteration.
</p></blockquote><p>Spotted @ <a href="http://flashofsteel.com/">Flash of Steel</a></p>
<p>For the benefit of future generations of developers, Soren Johnson put down on virtual paper <a href="http://www.designer-notes.com/?p=119" target="_blank"><u>Sid's Rules</u></a>, some of Sid "Please stop Writing About Me Like I'm Dead" Meier's basic lessons on game design.</p><blockquote><p>If a unit seems too weak, don’t lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half. The point is not that the new values are likely to be correct - the goal is to stake out more design territory with each successive iteration.
</p></blockquote><p>Spotted @ <a href="http://flashofsteel.com/">Flash of Steel</a></p>