DD220 Lecture Notes - Lecture 9: Sunk Costs, Falsifiability, Tracy Fullerton

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Play-centric removes the extra stuff and looks specifically at the sense of play. Quick to build find the mechanics and quickly throw together a game and test it out to see if it. Avoid sunk cost fallacy spend a lot of time on something, don"t get what you want but since you invested all this time, you go through with it even if it doesn"t work. Captures essential experience testing will let you know if the experience you want actually works. Industry valued skill tons of developers do this. The rule of the loop: the more times you test and improve your design, the better your game will be (jesse. Initial development loops should be oriented around improving the core mechanic. Players use obtained skills and decision making to change the outcome of historical events. Instead of the full game, players will play through one event on the timeline.

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