Brevity is the Soul but not the Whole of Hits

Wit isn’t the only part of communication—just the most important one.
Wittiness means no downtime.

I haven’t played Final Fantasy XIII. I haven’t played Castlevania: Aria of Sorrow. If my sources are trustworthy, I’d beat the latter before finding fun in the former.
I have played Dragon Quest VI. Love it! It dominates other DQs, like Dairy Queen and disqualification. Still took longer to ramp up than Mega Man X took to wrap up. (No, I didn’t mistype Dragon Quest VII.)

Repeat: Wittiness means no downtime. It doesn’t mean front-loading your best stuff; it means not-loading your best fluff. Start great; end better. It’s not proposing one-hour game; it’s opposing one-minute lame. No Boredom Ever!

Whether it’s 5’1″ or 6’10”, a witty game drops the waits and hits the weights. A witty game turns into heavy stuff for its length, but it’s all muscle.

3 thoughts on “Brevity is the Soul but not the Whole of Hits

  1. Pingback: Xenoblade 4-Hour Impressions: Twelve Things I Already Love | Game Design and Deconstruction

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