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Game Criticism

Don't worry, post-deconstructionalism won't even come up. What we need are some tools to evaluate designs--some way to tell if they're good or not. Let's start with a checklist which could be used in designing a game and then try to make some concrete analysis of the entries.

Do

  • Have a Hook
  • Be Interactive
  • Be Addictive
  • Have Good Replayablity and/or be Long
  • Have Rewards

Don't

  • Make the Player Wait
  • Make the Player Start Over
  • Have the Success of the Player Depend of Arbitrary Events.

Hook? What's this hook thing?

(To be continued...)


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Date this article was posted to GameDev.net: 7/16/1999
(Note that this date does not necessarily correspond to the date the article was written)

See Also:
Game Design

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