Sin and game development seems like a punch line, but there may be more wisdom in the seven deadly sins than we think. The History Channel has been airing a terribly addicting series on the Seven Deadly Sins and their history throughout the world. At the end of every episode, the conclusion is pretty much the same: the sins or temptations aren’t going away, and for those who overindulge, it could be a literal hell on earth (they really like that turn of phrase). The series got me thinking on how these sins have an impact on game design.
First of all, what are the seven deadly sins?
Game design and writing have been guilty of all of these sins at one point. Too much text? Gluttony. Loot-based game? Greed. But are all these sins bad for game development, or do game developers instead need to pay special attention to them when designing?
Over the next several weeks, we’ll be exploring these sins and how they have an impact on game development. Now don’t be alarmed — we’re not going to point fingers and scream “Blasphemer!” at any developer. We’ll leave that to you 😉 Instead, we’ll explore how these sins negatively or positively impact game design and writing.
Which sin do you think is the deadliest sin to avoid if you want to make a good game? Which sin do you think could actually improve a game?
This post brought to you by Writers Cabal, a game writing and design partnership.
Found this blog entry useful? Click here to e-mail it to someone or share it: