Video-Game-Design-Principles
For the most productive game developers
Because who needs a story when you can have 20 different ways to die in the first 5 minutes?
The Rule of Three: Repeat, repeat, repeat
Variable Scoping: Because who needs a good game when you can have 17 variables to keep track of?
Procedural Genocide: Kill it with 1000 identical enemies
Optional-Optionalism: Because who needs options when you can have 5 of the same one?
More Techniques:
Unnecessary Complexity: Because who needs simplicity when you can have a 1000-page manual?
Too-Much-Copy-Paste: The art of making 20 copies of the same 5 lines of code
Too-Many-Variables: Because who needs variables when you can have a variable that's just a variable?