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| Look Away, he is staring into your soul! |
What games showcase good examples of proper game design? Arthur's Absolutely Fund Day on the Game Boy Color should be one of those games. It has taught me everything about how not to make a game. Here are some of those lessons:
Book Sorting Does Not Make For a Fun Time:
Being a collection of mini-games, Fun Day has its share of bad ones. By far the worst is book sorting at the library. Hell sorting video games at a GameStop would be no fun, just ask any disgruntled (read any) employee.
Lesson Learned: When creating a product geared towards amusement, pick something amusing.
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| Damn aardvark needs to shut his damn mouth. |
A Series of Pictures Is Not a Good Save Code:
Many old games required save codes in order to continue, many younger readers may not know that. In order to make it easy for children pictures were used instead of numbers. Except how are you supposed to remember it? If you are a child who can't write, good chance you won't be able to draw an accurate depiction of one of the wholesome
Marc Brown characters.
Lesson Learned: Know Your Audience
Most Licensed Games Are Bad:
*Cough* Walking Dead: Survival Instinct *Cough* Just because a TV show is popular doesn't mean it needs a game. Sure there have been good games based on licensed properties, but in general it is better to just leave them alone.
Lesson Learned: Cash Grab= Bad Game
If you are looking into a career in game design I highly recommend picking up a copy of this game. Not only is it not the basis of good game design, it is also not an expensive purchase on eBay.