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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.
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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.
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In Crash 1, the physics *were bad*.
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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.
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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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Give EVIDENCE for EVERY claim.
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Don't make assumptions about others' experiences, use specific personal anecdotes.
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Give EVIDENCE for EVERY unsubstantiated claim.
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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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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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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.