Play Nice by Jason Schreier, framework 1 of 15
Management by chaos
How the early team settled game design without managers or process.
Jason Schreier's framework, from Play Nice, pp. 13 to 109.
- Call the room
Adham pulls every artist and programmer into one room to solve a design problem.
- Debate to agreement
Everyone says their piece and the group iterates until all agree, however long it takes.
- Let the persuader close
Adham's calm, understated persuasion breaks deadlocks, earning him the Velvet Hammer nickname.
- Everyone plays it
The whole company plays the build so they all understand how it works.
- Bring in outsiders
When the team has played too much to stay objective, external playtesters are added.
From chapter: PART ONE: RISE, pp. 13–109
More from this book
All 15 frameworks-
Framework 2 · Lead generation Donut theory Adham's whiteboard model for sizing a game's audience.
-
Framework 3 · Life and thinking Guided museum quest design How World of Warcraft improved on EverQuest's open ended structure.
-
Framework 4 · Hiring and teams Promote testers by test How Team 2 turned QA staff into artists.
-
Framework 5 · Hiring and teams Reboot decision The three options StarCraft's team weighed after its demo was derided as purple Warcraft.
-
Framework 6 · Lead generation Blizzard's eight core values The company's 2008 statement of what it stood for, carved into plaques around the orc statue.
-
Framework 7 · Personal brand StarCraft II thirds rule Design mantra adapted from Sid Meier for making a sequel to a game players call perfect.