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| 1 | - | Don't make assumptions about development. Can provide possibilities, but don't present them as explanations or justifications. Don't use possible development issues as defense of bad design. Once it's a final product, problems are problems, even if they're understandable. Don't be so sympathetic. |
| 1 | + | Don't make ASSUMPTIONS about development. You can provide POSSIBILITIES, but don't present them as definitive explanations or justifications. Don't use invented development issues, which are only *possibilities*, as defense of bad design. Once it's a final product, problems are problems, even if they're understandable. Don't be so sympathetic. |
| 2 | - | In Crash 1, the physics *were bad*. |
| 2 | + | In Crash 1, the physics *were bad*. They were not *necessarily* hard to program - I know nothing about the programming process of Crash's physics - but they were *definitely* poor. Analyze what's readily apparent. Don't make unsubstantiated claims, about development OR otherwise. |
| 3 | - | They were not *necessarily* hard (or easy) to program - I know nothing about the programming process of Crash's physics - but they were *definitely* poor. DON'T BE SO SYMPATHETIC. |
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| 4 | Give EVIDENCE for EVERY claim. | |
| 5 | ||
| 6 | Don't make assumptions about others' experiences, use specific personal anecdotes. | |
| 7 | - | Give EVIDENCE for EVERY unsubstantiated claim. |
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| 8 | Don't be nice to a game just because people like it. You won't be nice to Uncharted, so why were you to Crash? | |
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| 10 | What makes an element trivial or difficult? Don't dismiss stuff - go in-depth on everything or don't bring it up at all. | |
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| 12 | ALWAYS try to give constructive ideas as to how a bad aspect of a game could have been done better, preferably with contemporary examples that didn't have the benefit of hindsight. This requires you to ARGUE WITH YOURSELF. |