This needs to go in whatever textbook they're using next. 
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That's one of
@maro254 's fundamentals of game design lessons from his experience making MtG.Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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From another game designer, this is good advice. :) "find the fun" should pretty much be step 1.
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Right? Like, what’s the point in playing if it’s not fun?
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https://www.kickstarter.com/projects/zanzalaz/titanball … Where was this on the spectrum? I never got to put time into marketing it since the pandemic hit but I'm sure it could use feedback regardless.
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Chris, I love your opinions on the game (or in general), but I gotta disagree with you 100% on the game not being fun. Which is kinda cool, not everyone is going to enjoy the same thing.
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I never said the game wasn’t fun. I said the combat system is a watery stream of chocobo diarrhea that actively detracts from all the other cool stuff that’s happening.
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and novelists.
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It's a hard lesson to learn but unfun will damn even the sublime. Look at wildstar. So close.
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Games and mods. Nothing worse than something being tedious and ruining the flow because its "realistic"
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Le chargement semble prendre du temps.
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