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Designer Notes 73: Liz England

Designer Notes

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The Peter Principle in Scribble Knots

In the first Scribble Knots, there were objects that just broke in the game. So we could either have one computer run this and test every combination and it would take 33 billion years or we could have 33 billion computers run it for a year to test it. That kind of like mapped out the problem space and was like, cool, we're going to do this anyway. And then when we got to UGC stuff, like the first the pre-production work that I did was trying to take those systems and say, all right, now what if we gave these flags to players? The third game added user-generated content, you create your own stuff. But I think by

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