“Getting rid of all the bad problems and keeping all the good ones.”
Bob said this while we were playing Pandora at the weekend and I liked it so much that I wrote it in my notes for the game.
I know what I think, but what’s your take? Can the aims of good game design really be reduced to a single sentence? If they can, is this it? Would it be any easier if it could? Can I think of a whole series of pithy one-liners to define the aims of game design? Can you?