What David Sirlin thinks about design
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.
Only David Sirlin on design. See everyone on design
2 dated positions, 2014, in their own words. Our reading of what David Sirlin has said — not written or endorsed by them.
-
Their wordsSubtractive design is the process of removing imperfections and extraneous parts in order to strengthen the core elements.
- 3 days earlier
-
Our readingTechnical limitations in older consoles likely led to the separation of save points and checkpoints.
Their wordsI 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.