Wednesday, 28 June 2017
The Complexity Fallacy
›
It is easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game'...
12 comments:
Tuesday, 20 June 2017
Gaps of the Imagination
›
We don't perceive every single piece of information around us. Instead we must constantly fill in blanks in our knowledge to properly cr...
2 comments:
Thursday, 15 June 2017
Choices, Consequences and the Ability to Plan
›
This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives th...
8 comments:
Tuesday, 30 May 2017
Planning - The Core Reason Why Gameplay Feels Good
›
In this post I dig into planning, and how it is a fundamental part of what makes a game engaging. Planning affects many aspects of what is s...
24 comments:
Tuesday, 23 May 2017
The SSM Framework of Game Design
›
This article goes over a framework for understanding how videogames work. It divides games into systems, story, and a mental model, and then...
6 comments:
‹
›
Home
View web version