CHAPTER 4

PITFALLS

The previous chapters have been a constructive, step-by-step walk through of the theory and application of the clockwork design pattern. In this chapter, we will go through some of the many pitfalls that designers should be aware of when building a game; common design practices that tend to hurt rather than help a designer create a great strategy game. Later in the chapter, I will also discuss my personal experiences with some of the games I’ve worked on in the past, and provide insight into some of the pitfalls I experienced on those projects.

By no means is this a complete list of potential problems, but these are some of the most common issues. Some of these problems might intuitively seem to be good qualities at first ...

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