Economy of Design

Stop using a game-mechanic when it stops being interesting.

[for example] The whole of Portal is an exercise in economy of design – once you’ve learnt how to do something, you’re only ever asked a few times to expand on it…the weighted companion cube appears on one…level and already has its own fan clubs. So is some of the mechanics in Half-Life 2 – in particular the pheropod.

Idea from: Portal
Who raved about it: Every game journalist this year.

(Source: GameSetWatch)


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