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If the player cannot develop a plan in the game, he will not feel in control of it. This idea comes from ["Formal Abstract Design Tools"]. It requires that the player understand the rules of the game. (SimpleAsPossible) If he cannot understand the rules, there will be no PerceivableConsequences, and the player will be unable to form a plan of action. It should be possible for the player make MeaningfulChoices about the details of each plan, and to choose among several ParallelChallenges. * Due to the limited resources in ["The Settlers of Catan"], players generally need to a choose an focus at the start of the game, and reevaluate it throughout the game. Such a focus might be 'build roads,' 'build cities,' or 'set up lucrative port.' * The spell points in ["The Castle Of Magic"] force a player to prioritize his goals for knowledge and power. Other games with character 'attributes,' such as most RolePlayingGame''''''s, allow players to create a focus in a desired area. * Navigating a long corner in ["Formula De"] generally requires the player to find their personal comfort level with pushing for position versus trying to conserve resources. Therefore, provide players with opportunities to create and execute their own plans throughout the game. ---- CategoryGoodIdea
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