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Level 13 addressed the first half of the development schedule. Up until now, it’s all been about getting our thoughts in order, putting them down on paper, and if necessary, assembling the team. Now it’s time to roll up our sleeves and get our hands dirty. That should be easy as we look at “Adventures in Gardening: The Game,” an entirely fictitious educational experience.
But first, I want to issue a disclaimer. Multiplayer classrooms come in all shapes and sizes. Not every game you design will need the amount of preparation that goes into a video game. Video games come in all shapes and sizes, too. I’ve written several game design documents that were several hundred pages long. I’ve also written game design documents that were under a hundred pages and some even shorter than that.