“I just see him lying there,” says Mr. Rizzo, a father of two from Chicago who has kept a series of drawings. He started with a photo. “I drew two little turtles laying together. I think that one is the one he thinks is Franklin, and the other one is the one I drew for him. Now I’ve kind of put them back together.”
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It’s true, Mr. Rizzo says, that his turtle is a turtle, and it can walk out of the house after a morning nap or the day’s chores. “But it still likes to lie flat on the floor,” he says.
Even if it didn’t, people would come looking for it. “Most of the turtles I see on vacation are sitting at the beach,” Mr. Rizzo says. “One of those days, I can’t really believe it, but I see a turtle out the window.”
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When I first started making games, I made many games like the little ones on the back of a credit card. I started with little ones because I wanted to have a more unique set of games that I could play, and then, in middle school and into my late teens, I began making games for bigger market and bigger consoles. They were usually made in small spaces (I even once made a mobile-only game). These games did well, but at some point I had to figure out what I should do next. At first, I thought about making games that had little legs, but once I had those games on my resume, I realized that making games that had little legs was just dumb.
We want games to be fun.
Games have their own kind of momentum, which I call the “Pace Principle.” It is the principle that says that when you release your game, you should experience the full momentum of the game, regardless of whether your expectations are low (a game of 10,000 words, for example) or high (a game where you’ve played 100,000 words and finished the game). The more you’re able to do this with your new game, the more likely it seems to people that you’ve made a good product but haven’t been able to “see the light.” You
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