To say a bit more about the 400 project: For years, this has been an idea stated on a web site plus a few rules in Game Developer Magazine, but with the March 16th update, the 400 project has turned into a valuable resource with the current rules master list.
112 so far, not 400 (which according to Noah Falstein is a random number anyway).
I think it is not as much a list of 112 things that you have to apply to every game in the world (give or take a few conditions for which rules trump which), as it is a list that can inspire any given game design. A few examples:
3 |
Maintain Level of Abstraction |
Immersion is easily disturbed — don’t make the player re-calibrate his “suspension of disbelief” and lose touch with your game |
Psych |
Hal Barwood |
108 |
Provide Score Feedback |
In a game where score is important, provide direct audio and visual feedback every time the score changes – like a sound and floating numbers. |
Feedback |
Steve Meretzky |
Of course, you knew perfectly well to maintain the level of abstraction and to provide score feedback. But did you really do this in your current game? I think the list is for that type of realization.