TynanSylvester wrote:Task prioritization is, I think, probably the #1 more critical skill for a developer and it's one I've tried very hard to
get good at. Because it's a multiplier on everything else you do. So many times, devs (including me, sometimes)
spend absurd amounts of time perfectly doing the wrong thing.
Instincts mislead, in this case, because the work that is emotionally satisfying and 'safe-feeling' to do is very rarely
the work that will add the most value for players.
The real key is to not ask this question: "Would this be cool if added to the game?" That's a very easy question and
people gravitate towards it because it's cognitively comfortable.
The real question that needs answering is, "Of every possible thing we could do to this game, what would add the
most value per cost?" That's a very hard question because its scope encompasses every possible change to the
game, which is an essentially uncountable and unimaginable set. It's cognitively uncomfortable and actually
impossible to answer in your head. You have to do it systematically.
[...]
Post
Wed Jul 20, 2016 6:35 am
#76
Re: RimWorld
Tynan recently posted a reddit AMA. I can't resist quoting this game design guru-speak.
"omg such tech many efficiency WOW" ~ Josh Parnell