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Critique Design Doc

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Jul 6th, 2016
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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.
  2. Don't make assumptions about others' experiences, use specific personal anecdotes.
  4. Give evidence for EVERYTHING.
  6. 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?
  8. What makes an element trivial or difficult? Don't dismiss stuff - go in-depth on everything or don't bring it up at all.
  10. In Crash 1, *the physics were bad*.
  11. They were not *necessarily* hard to program - I know nothing about the programming process of Crash's physics - but they were *definitely* poor. Don't be so sympathetic.
  13. ALWAYS try to give constructive ideas as to how a bad aspect of a game could have been done better. This requires the most *arguing with yourself*.
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