tag:blogger.com,1999:blog-6261591.post7500901562847430463..comments2024-02-14T19:34:27.983-05:00Comments on Pulsipher Game Design: Book reviewLewis Pulsipherhttp://www.blogger.com/profile/11998403221823705918noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-6261591.post-48828839344181521762007-07-25T14:07:00.000-04:002007-07-25T14:07:00.000-04:00I think the general rule is, number of iterations ...I think the general rule is, number of iterations is proportional to design risk.<BR/><BR/>Large numbers of iterations (high risk, i.e. lots of innovation) means you have to prototype early and playtest often. This was certainly the case for Civ.<BR/><BR/>Highly derivative products (clone-and-tweak method) have significantly lower risk, which means you can do a lot more planning up front and Ian Schreiberhttps://www.blogger.com/profile/03146360375570794401noreply@blogger.com