AsymmetricalDistribution
If all players are exactly equal, there may be little need for PlayerInteraction, and less possibility . . . Falstein"] (with help from Teut Weidemann) in ["Better By Design"] (August 2002). He put it in terms . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BeginAtTheMiddle
This refers to how you design the game. The midgame is the largest part of the player experience. Develop . . . save yourself a lot of time fixing them. From ["Better By Design"], October 2002. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BreakTheRulesAndPatterns
= Break The Rules And Patterns = There are all kinds of ["Pattern"]s we could recognize in games, some . . . should fall back on tried-and-true. Or, from ["Better By Design"], June 2003: "A foolish consistency . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ClearShortTermGoal
If the player does not understand the rules, the goal of the game, or the currently available means to . . . name and inspiration for this rule come from ["Better By Design"], March 2002. In order to follow . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
CompellingGoal
If the players do not desire the the goal of the game, they will not become truly involved in the game, . . . called "Provide an enticing long term goal" in ["Better By Design"], March 2002, and later expounded . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Discovery
If every aspect of the game is known at the start, there will be less tension (CalculatedRisk) in each . . . and also called "Exploration and Discovery" in ["Better By Design"], March 2002. Discovery manifests . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FalsteinPattern
["Noah Falstein"] uses this format for "rules" presented in ["Better By Design"]: 1. The rule: a short . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FunForThePlayer
The game designer must remember that the ultimate goal is fun for the ''player'' -- not fun for the designer, . . . This rule comes from ["Sid Meier"], by way of ["Better By Design"], December 2002. ["Warren Spector"] . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Game 20Points 20Don 27t 20Go 20Down
Essentially, structure scoring to award fewer points instead of taking away previously hard-won points. . . . otherwise known as "spending money". From ["Better By Design"], Feburary 2002. Actually, this is . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
LetPlayersTurnTheGameOff
Mostly relevant to ComputerGame''''''s, but quite possibly applicable to other games. For instance, if . . . game. Put forward for ComputerGame''''''s in ["Better By Design"], July 2002 (some additional notes . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Noah 20Falstein
Writes the regular article ["Better By Design"], which tries to set down ["Pattern"]s of ComputerGame . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
ParallelChallenges
If they player can operate in only one field, there is a chance that he will become stuck or fall very . . . Parallel Challenges with Mutual Assistance" in ["Better By Design"], April 2002. "Mutual assistance" . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Subgames
This rule comes from ComputerGame''''''s, (["Better By Design"], June 2002) but can easily be applied . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
SuspensionOfDisbelief
A very relevant issue for the the increasingly "immersive" (see ["Immersion"] )environments of many ComputerGame''''''s. . . . From ["Mark Barrett"], presented in ["Better By Design"], May 2002. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
14 pages found.