
38: The Rhythms and Layers of Ryan Clark
Eggplant: The Secret Lives of Games
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How to Prototype a Game
"I constrained myself to game ideas that I think are less less risky which does kind of suck in some ways because it limits us to certain genres and certain game ideas," he says. "It's kind of like writing a poem where they you know limerick is very strict about the number of syllables and the rhyming and things like that but if you can pull it off then it's more awesome so yeah that's definitely a consideration also before deciding whether or not I should prototype a certain idea" He adds: "If I can't think of how I'm going to make an exciting you know grabby trailer for a game then it's going to be pretty dang hard to sell
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