korrents
David Sirlin

David Sirlin

@david-sirlin · 20 positions · On ppll ↗

Game designer; lead designer of Street Fighter HD Remix, founder of Sirlin Games (Yomi, Puzzle Strike) and author of Playing to Win.

David Sirlin did not write this page.

We collected these quotes from things they published elsewhere, and every quote links to where it was said. They have no account here and have not endorsed this site. Quotes are word for word; the short line under each one is our own restatement, not their wording. Their own site. Is this you? Claim it or ask us to remove it. Or tell us what is wrong here.

Filter All topics · Newest first
  1. Games with pure solutions may seem skill-based, but over time will necessarily degenerate to becoming pure memorization.

    ↗September 13, 2014sirlin.net 1st of 3 in this piece

  2. Meanwhile, mixed solution games remain strategically interesting far, far longer.

    ↗September 13, 2014sirlin.net 2nd of 3 in this piece

  3. In order to make a game with a mixed solution, incorporate some sort of unknown elements, hidden information, or randomness.

    ↗September 13, 2014sirlin.net 3rd of 3 in this piece

  4. 4 weeks earlier
  5. The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning.

    ↗Playing to Win Overviewsirlin.net 1st of 3 in this piece

  6. This kind of massive customization is almost inherently unbalanceable.

    ↗Balancing Multiplayer Games, Part 3: Fairnesssirlin.net 1st of 3 in this piece

  7. A solid game holds up to experts playing it as hard as they can against each other.

    ↗Playing to Win Overviewsirlin.net 2nd of 3 in this piece

  8. For some reason, players in every game seem unable to grasp the concept that a top tier character who is made slightly worse can still be a top tier character.

    ↗Balancing Multiplayer Games, Part 3: Fairnesssirlin.net 2nd of 3 in this piece

  9. He said that if you have a move that you're not really sure how to balance, make it too powerful. If you make it too weak, then you run the risk of no one using it at all.

    ↗Balancing Multiplayer Games, Part 3: Fairnesssirlin.net 3rd of 3 in this piece

  10. When tournament organizers determine what (if anything) is banned, they should choose only bans that are enforceable, discrete, and warranted.

    ↗Playing to Win Overviewsirlin.net 3rd of 3 in this piece

  11. 2 days earlier
  12. design

    Subtractive design is the process of removing imperfections and extraneous parts in order to strengthen the core elements.

    ↗Subtractive Designsirlin.net 1st of 2 in this piece

  13. I propose that the essence of customizable card games is the gameplay, and that collectability is purely a barrier between players and the game.

    ↗Subtractive Designsirlin.net 2nd of 2 in this piece

  14. 1 day earlier
  15. If a game has slippery slope, it means that falling behind causes you to fall even further behind.

    ↗Slippery Slope and Perpetual Comebacksirlin.net 1st of 3 in this piece

  16. If a game has a powerful slippery slope effect, that means that when one player gets a small early lead, they are more likely to get an even bigger lead, which in turn makes them more likely still to get yet an even bigger lead, and so on. In a game like this, the real victor of the game is decided early on and the rest of the game is futile to play out (or to watch).

    ↗Slippery Slope and Perpetual Comebacksirlin.net 2nd of 3 in this piece

  17. Perpetual comeback, then, is a quality in which being behind actually gives you an advantage.

    ↗Slippery Slope and Perpetual Comebacksirlin.net 3rd of 3 in this piece

  18. 2 days earlier
  19. This is an old argument where one side talks about the convenience of saving anytime and the other talks about the need to make games challenging, but this is a false dichotomy.

    ↗Save Game Systemssirlin.net 1st of 3 in this piece

  20. design

    I think the answer is for technical reasons rather than design reasons. God of War was designed for the PlayStation 2 and Resident Evil 4 originally appeared on the GameCube (and later on PlayStation 2 and Wii). These consoles take a few seconds to write a save to the memory card, so doing this every time the designers wanted a checkpoint would probably have been too annoying to the player.

    ↗Save Game Systemssirlin.net 2nd of 3 in this piece

  21. A save system should allow the player to stop playing at any time, allow the player to pick up where they left off with as close to zero replaying as possible, and save as automatically and seamlessly as possible, so the player will not forget to do it.

    ↗Save Game Systemssirlin.net 3rd of 3 in this piece

  22. 1 day earlier
  23. The general trend I see in successful games is that they tend to show a great deal of their coolness (but not all of it) in the first few minutes to half hour of gameplay.

    ↗Pacing for Impactsirlin.net 1st of 3 in this piece

  24. Burying the best content at the end is generally not a good idea, but it's a question of degree.

    ↗Pacing for Impactsirlin.net 2nd of 3 in this piece

  25. Get rid of the intro movie with the publisher's logo, the intro movie with the developer's logo, the legal screens (put them as an option on the main menu), and any other non-content cruft you can find.

    ↗Pacing for Impactsirlin.net 3rd of 3 in this piece