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10 Rules every game designer must follow

Anton Slashcev
10 rules every game designer must follow:


๐Ÿญ. ๐ŸŽ ๐—ก๐—ฒ๐˜ƒ๐—ฒ๐—ฟ ๐˜๐—ฎ๐—ธ๐—ฒ ๐—ฎ๐˜„๐—ฎ๐˜† ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ฒ๐—ฑ ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€
โ†ณ Players hate losing something they worked hard for.
โ€ข It feels unfair if itโ€™s taken without their input.
โ€ข Let them give it up only by choice (e.g., selling or swapping).

๐—˜๐˜…๐—ฐ๐—ฒ๐—ฝ๐˜๐—ถ๐—ผ๐—ป: During the FTUE, you can give something cool & powerful to hook them and then take it away. Players are fine with this because they didnโ€™t ๐—ฒ๐—ฎ๐—ฟ๐—ป it.

๐Ÿฎ. ๐ŸŽฏ ๐—”๐—น๐˜„๐—ฎ๐˜†๐˜€ ๐—ฝ๐—ฟ๐—ผ๐˜ƒ๐—ถ๐—ฑ๐—ฒ ๐—ฎ ๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐—ผ๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ
โ†ณ Players should always know what to do next.
โ€ข The path can be hard, but the goal must be obvious.

๐Ÿฏ. ๐Ÿ† ๐— ๐—ฎ๐—ธ๐—ฒ ๐˜ƒ๐—ถ๐—ฐ๐˜๐—ผ๐—ฟ๐˜† ๐—ฎ๐—ป๐—ฑ ๐—ฑ๐—ฒ๐—ณ๐—ฒ๐—ฎ๐˜ ๐—ฐ๐—ฟ๐˜†๐˜€๐˜๐—ฎ๐—น ๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ
โ†ณ Avoid confusing win/lose conditions.
โ€ข Players need to understand how they can succeed, and why they failed.
โ€ข Visual cues like progress bars or danger symbols (e.g., red or sharp objects) help a lot.

๐Ÿฐ. ๐Ÿ” ๐—ฅ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ ๐—ฐ๐˜‚๐—ฟ๐—ถ๐—ผ๐˜€๐—ถ๐˜๐˜†
โ†ณ If players wander off the main path, make it worth their time.
โ€ข Hidden treasures, story snippets, or rare items keep exploration exciting and rewarding.

๐Ÿฑ. ๐Ÿค ๐—ฅ๐—ฒ๐˜€๐—ฝ๐—ฒ๐—ฐ๐˜ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—ฐ๐—ต๐—ผ๐—ถ๐—ฐ๐—ฒ๐˜€
โ†ณ When you offer choices, honor them.
โ€ข Outcomes should match expectations.
โ€ข Forcing players into a โ€œrightโ€ choice ruins immersion.

๐Ÿฒ. ๐ŸŒŸ ๐—š๐˜‚๐—ถ๐—ฑ๐—ฒ, ๐—ฑ๐—ผ๐—ปโ€™๐˜ ๐—น๐—ฒ๐—ฐ๐˜๐˜‚๐—ฟ๐—ฒ
โ†ณ Nobody likes a dull tutorial.
โ€ข Help players learn through subtle hints, not drawn-out lessons.
โ€ข Let them discover solutions on their own.

๐Ÿณ. ๐Ÿ—ฃ๏ธ ๐—ง๐—ต๐—ฒ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—ถ๐˜€ ๐—ฎ๐—น๐˜„๐—ฎ๐˜†๐˜€ ๐—ฟ๐—ถ๐—ด๐—ต๐˜
โ†ณ If players are bored, frustrated, or confused, thatโ€™s on the design.
โ€ข Listen to feedback. Players usually point out real issues.

๐Ÿด. ๐ŸŽฎ ๐—™๐˜‚๐—ป ๐—ถ๐˜€ ๐˜๐—ต๐—ฒ ๐—ณ๐—ผ๐˜‚๐—ป๐—ฑ๐—ฎ๐˜๐—ถ๐—ผ๐—ป
โ†ณ No amount of rewards, content, or story will matter if the core gameplay isnโ€™t fun.
โ€ข Make fun the starting point for every design decision.

๐Ÿต. ๐Ÿ”„ ๐—•๐—ฒ ๐—ฐ๐—ผ๐—ป๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜
โ†ณ Patterns build trust.
โ€ข If the โ€œexitโ€ button is always top-right, keep it there.
โ€ข Never break the rules youโ€™ve taught players.

๐Ÿญ๐Ÿฌ. โš–๏ธ ๐—ž๐—ฒ๐—ฒ๐—ฝ ๐—ถ๐˜ ๐—ณ๐—ฎ๐—ถ๐—ฟ
โ†ณ Unfair moments break the experience.
โ€ข Enemies shouldnโ€™t cheat, like teleporting or breaking game physics.
โ€ข Everyone (even the game itself) should follow the rules.

Good design is about respecting the player.

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