Search:
["Ray Petersen"] nicely summed up what you want in a game; loosely: "You want as much thought as possible, and hardly any fiddling with bits." The particular domain at hand was TrickTaking games, but this seems to cut right to the heart of what game designers are trying to achieve. There, are of course people who seem to like fiddling with bits; it may be that this is a particular statement of opinion, but the present author wholeheartedly agrees with it. This may ultimately fall under the domain of some other rule. Some likely suspects: * SimpleAsPossible (less fiddling is more simplicity.) * MeaningfulChoices (if choices are what make a game enjoyable, we should maximize them relative to other factors.) * ["Immersion"] is related (fiddling may break concentration on the game.) ----- CategoryGoodIdea
Summary:
This change is a minor edit.
This wiki is licensed under a Creative Commons Attribution-Share Alike 3.0 License.
To save this page you must answer this question:
What is the ocean made of?
Username:
Replace this text with a file