Tynan Sylvester
Game designer, creator of RimWorld and founder of Ludeon Studios, and author of Designing Games: A Guide to Engineering Experiences. Worked on BioShock Infinite before going independent. Writes occasionally about design method at tynansylvester.com.
Everything they publish, on ppll ↗
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Their wordsThe problem with level 2, though is that it works on abstract, mechanical-level analysis of systems, which doesn’t relate directly to what players actually want from their games: emotions.
- 15 months earlier
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Their wordsIt’s my strong belief that in games dev, speed is quality.
↗Email dredging: Cutting polish and nonlinear resultstynansylvester.com 1st of 5 in this piece
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Their wordsSpeed is quantity, and quantity is quality – The more stuff you put out, the more the likelihood that one part of it will turn out to be really, really important and good.
↗Email dredging: Cutting polish and nonlinear resultstynansylvester.com 2nd of 5 in this piece
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Their wordsthe final experience often comes down to just a few key pieces or insights.
↗Email dredging: Cutting polish and nonlinear resultstynansylvester.com 3rd of 5 in this piece
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Their wordsI don’t think the answer is “polish”. It think it’s “experiment”.
↗Email dredging: Cutting polish and nonlinear resultstynansylvester.com 4th of 5 in this piece
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Their wordsOur advantage is agility and lack of corporate cultural encumbrance.
↗Email dredging: Cutting polish and nonlinear resultstynansylvester.com 5th of 5 in this piece
- 20 months earlier
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Their wordsThe concept of narrative is not absolute. It is merely a label for a cluster of emotional triggers which games happen to share with certain traditional media.
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Their wordsThere is no sharp line between fiction, story, narrative, and mechanics.
- 1 day earlier
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Their wordsIt’s true that systemic design is often underemphasized by the paymasters of the game industry.