Breaking The Wheel

A picture of interconnected gears because critical mechanics are interrelated and stuff.

What Makes This Game Tick?: Prioritizing Development Using Critical Mechanics

One of the hardest aspects of managing game development is prioritization. And nowhere is prioritization more difficult than in the earliest days of a project. If you don’t know what your game is, how the hell are you supposed to prioritize the work? I’ve struggled with this problem in the past and eventually ended up stealing a solution from the start-up world in the form of something I like to call “critical mechanics.”

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