The Golden Rule of Game Development

This is the 100th post of this blog – and I believe the golden rule of game development fits nicely here:

Player is always right.

When some players give feedback about bad controls and some others are saying exactly the opposite… your task is not to ignore the bad feedback. Your job is to re-consider those controls. Are you making your game controls for elite players only? Should there be some shortcuts or tutorials or adjustments? Should you have more control methods than mouse or keyboard? You can decide to keep the controls as they are, but you could try to create custom controls and see if that helps.

When some people complain about the great difficulty of your game and others are saying how easy it is… then your job is not to make it either more difficult or easier. Your task is to create several different difficulty adjustments so that all can get to play. If your game is online multiplayer game, then you could create “newbie” zones/arenas for starting players. And “pro” zones/arenas for really experienced players. If your game is a match-3 game, you could have several difficulty levels for both kids and adults.

Whatever it is that the players are telling, listen to it. You aren’t anymore making the game only for you. You are making the game for the players.

Juuso Hietalahti


  1. In regards to business, the one I learned was:

    The Customer is always right.

    Same thing and very true.

  2. It will never be possibly to please everyone but going the extra mile can be a valuable investment with your community. You should listen to your players, but you also need to weigh the benefits of actually implementing any of the suggestions. My rule of thumb is “do anything you can, within reason”. Where exactly that cutoff is will depend on your resources, your community and your project. It can be a tough thing to balance, but no one said this game business was easy. :)

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