1. Stop rewriting code. Engine reuse, library reuse, etc.
2. Stop chasing bleeding edge graphics. Chase unique aesthetics instead.
3. Embrace tools.
4. Embrace procedural content, of all sorts, just don’t count on it being the answer to everything.
5. Embrace systemic game design rather than content-driven design. It is harder to do but makes for games that have longer life with less content.
6. Embrace prototyping. Make your game playable and fun before you have any art. Stop writing big design docs.
Big design docs are useless. There, I said it. Trying to build a game off of one is like trying to recreate a movie from the director’s commentary track. They are largely castles in the air. The only time that big design docs serve a real purpose is when they are describing static content. Embracing prototyping is a huge mental barrier for people. But it is what gets you to that long-lived self-refreshing systemic game design. You can prototype almost any game with some dice and some index cards. And plenty of ideas that sound good on paper turn out to suck when tried out for real. Prototypes properly done are cheap. Prototyping is whistling five melodies and seeing which one you remember the next day. Anyway, that’s my recipe.

Raph’s Website » Making games more cheaply

found via BoingBoing.net. Go read the rest at Raph’s blog. I’ll wait here while you do.