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David Sirlin

What David Sirlin thinks about video games

@david-sirlin · 19 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.

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16 dated positions, 2014, in their own words. Our reading of what David Sirlin has said — not written or endorsed by them.

  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. This kind of massive customization is almost inherently unbalanceable.

    ↗Balancing Multiplayer Games, Part 3: Fairnesssirlin.net 1st of 2 in this piece

  6. 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 2 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. 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

  9. 2 days earlier
  10. 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

  11. 1 day earlier
  12. 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

  13. 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

  14. 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

  15. 2 days earlier
  16. 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

  17. 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

  18. 1 day earlier
  19. 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

  20. 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

  21. 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