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Creating Great Experience with Flawed Mechanics

Whenever we as designers play games, we always look at them from analytical standpoint. What works? What doesn’t? Why? And of course, ‘What I would have changed to make it better?’ This is a very important exercise that keeps our brain always ticking and trying to improve oneself. That said, there is one big flaw with that last question – a lot of times it’s not something we can put to practice mid-development. During analysis, we have the advantage of calm environment and knowing the final result, something that’s absent when developing a game. It’s messy, there’s a whole lot the team needs to do, and there are times when they absolutely know how to improve certain parts of the game, but can’t. Time restrictions, priorities, other issues. So what exercise would help to prepare for that? Well, a much less perfectionist question: ‘How to make a great experience with problematic parts?’

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