> A "master list" of "rules" of game design
Much literature on game design and methodologies.  They say to "tune" the game after you design/develop it.  But nothing found on methodologies for "tuning".
   > Some games involve beta process.  Takes in lots of feedback, only one chance to revise.
   > Some games have testers who report feedback quickly.  Many chances to revise.
   > > Testing process draws out and takes time: lots of money.
   > Want something that does not involve testers
Working on Qualifier Paper & Presentation
   > Section I: History of Gaming and other background information
   > > Pre-computing era (Ancient Civilization  - 1950)
   > > Early Computing Era (1950 - 1980)
   > > Computing Era (1980-2000)
   > > Golden Age of Gaming (2000 - present)
   > Section II: Overview of Games Studies, and Role of Engineering in Games Studies
   > Section III: My own research (and what kind of Games Studies it is)
Revise an unsuccessful game into something successful
   > Tons of games which are unsuccessful
   > Study these games and analyze them
   > > What went wrong?
   > > Suggest revisions that could have made them successful instead
   > I'm currently studying an old game called Deadly Towers
   > Coding up a game could take months
   > > Working on existing game code involves coding in assembly
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