These tips and trouble shooters are indeed basic. They pull their value from the approaches we make when created just about anything that will be used or viewed by an audience. The theme of the piece seems to be to take advantage of all your resources and know that you as a game designer are creating something alongside, as well as for, a variety of people. Knowing this, the rest of the tips make sense. There is the communication between you and another group of talented members while creating the game as well as the audience as they learn the mechanics of the game a look for unique features. It's strongly encouraged that, as a game designer, you dabble a little bit of knowledge and participation in just about anything. The more you know, the more you can anticipate.
On page 24, O'Luanaigh reminds us of something I believe Juul might have said. Don't forget the fun! Is your game interesting? How so? Does it bore the player? Why is that? There's a fine balance between what is fun and if there is really a reason behind it, but all games should have an engaging interaction. Even if your game is a redo of another game, what is it's advantageous selling point?
And can I just say, I love that this article began with a Douglass Adams quote. Especially that particular one.
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