Good games are good, and bad games are bad, right?
It’s true, but useless to know. We can make good games and make bad games, but it won’t be worth anything in the long run if we don’t know why it’s good or bad; it isn’t worth anything if a lesson isn’t learnt. This is the point of Lessons Learnt: to look at the achievements/flaws (but mostly flaws, that’s what I’m good at) in certain games and try to extract general game-making lessons from them. Continue reading