Andrew 20Looney
Andrew Looney, of ["Looney Labs Games"], is the creator of many well-known games, such as ["Icehouse"] . . . Play Again!" ---- CategoryPerson | CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
AsymmetricalDistribution
If all players are exactly equal, there may be little need for PlayerInteraction, and less possibility . . . evenly, but not symmetrically. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
AvoidRandomAdversity
In a sense, a special case of RandomReinforcementSchedule and PositiveReinforcement, as noted by ["Bruce . . . frustration it will engender. ---- CategoryGoodIdea | CategoryAntiPattern | CategoryNeedsWork . . .
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 . . . ["Better By Design"], October 2002. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Better 20By 20Design
A column by ["Noah Falstein"] in (computer) ["Game Developer Magazine"]. Several of the GoodIdea''''''s . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BoardGame
A game, often played on some sort of board, which may include any number of cards, counters, or playing . . . easier or more difficult to play. ---- CategoryGoodIdea . . .
2K - last updated 2021-05-29 01:44 UTC by RonHaleEvans
Bomb
A bomb is a pivotal game event. It is defined by a reward greater than the resources required to generate . . . at which of the known locations. ----- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BossPattern
= Boss Pattern = I'm not really clear on why bosses are considered an almost mandatory component of videogames. . . . 2, or the bow with some arrows.) ---- CategoryGoodIdea CategoryLevelDesignPatterns . . .
3K - 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 . . . and divines." - Ralph Waldo Emerson ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
CalculatedRisk
Excluding the last move of the game, if the effect of an action on the end of the game is known with . . . have exactly the expected result. ---- CategoryGoodIdea . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
CategoryGoodIdea
Category: Good Idea . . .
1K - last updated 2011-06-04 03:58 UTC by sun
Challenge
'''Challenge''' is adversity. It's the element of gaming pleasure that makes you frown. (Contrast ["Fun"].) . . . that are both FunAndChallenging. ---- CategoryGoodIdea CategoryNeedsWork . . .
1K - 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 . . . [of the game] painfully obvious. ---- CategoryGoodIdea . . .
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, . . . later expounded upon in April 2003. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Competition
Without a challenge, players may lose interest. One of the easiest ways to create ["Challenge"] is to . . . often found in a OnePlayerGame. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ComplexActionsOnlyOnce
Performing an identical, complex, series of actions more than once can become tedious ["Bob Bates"] calls . . . before tackling the harder ones. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ContinuousWorld
= Continuous World = Applies to: Action/Adventure computer games. Problem: Games where you play a succession . . . Quake 2, Metroid, Castlevania ---- CategoryGoodIdea CategoryHolisticDesignPattern . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DepthOfChoices
"The depth of decisions [...] should be such that the appropriate decision is not immediately/completely . . . thread] on BGDF. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DepthVersusIntricacy
"I think complexity is actually often used to mean two things. One is depth, which is how difficult a . . . Options Versus Real Choices"] ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DifficultyOfChoices
"One of the main aspects of depth is difficulty and number of decisions that must be made, and this also . . . Options Versus Real Choices"] ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DimensionalAnalysis
This concept, gleaned from ["Ray Petersen"], comes from database theory, where one wishes to find the . . . a BoardGame. * FourteenFormsOfFun. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Diplomacy
Often, a player would like the hinder the progress of another player. Or, two or more players would like . . . and towns can also lead to deals. ---- CategoryGoodIdea . . .
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 with each time it is played. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DisparityOfValuation
In order for a TradingGame to work, there must exist a disparity of value over players and resources. . . . bean would actually be a penalty. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DoorKeyLevelPattern
= Door Key Level Pattern = Problem: We want to give the player the illusion of freedom and nonlinearity, . . . games exhibit similar structures. ---- CategoryGoodIdea CategoryLevelDesignPatterns . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DownWithFun
["Mark LeBlanc"] at http://world.std.com/~mahk/algorithmancy/ discusses this. ["Jean-Paul LeBreton"] . . . have no words and must design." ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EliminateCheating
= Don't Let The Player Cheat = I used to have a game design rule which was 'Let the Player Cheat'. I've . . . subsections reasonably well. ----- CategoryGoodIdea . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EmergentStrategies
= Emergent Strategies = http://www.gamasutra.com/features/20010627/rouse_02.htm (free registration required) . . . have been found and removed. ---- CategoryGoodIdea . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EmotionalHeart
In the April 2003 Issue of ['Game Developer Magazine"], John Gilles and Chris Klug wrote an article entitled . . . Probably related to ThematicDesign. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Evolution
If a the rules and tokens of a game are static, players may, over time, become bored with it. This idea . . . game might evolve in the future. ---- CategoryGoodIdea . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FADT 20Pattern
["Formal Abstract Design Tools"] aren't nearly as formal as some other ["Pattern"] methods. They are . . . discussion. They might be better classified as GoodIdea''''''s. . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FiveQuestions
["Ray Petersen"]'s version of DimensionalAnalysis. * ''Who'': Who performs an action? (player, unit, . . . goals? How is an action resolved? ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FourteenFormsOfFun
* ["Beauty"] * ["Immersion"] * IntellectualProblemSolving * ["Competition"] * SocialInteraction * ["Comedy"] . . . on ["Gamasutra"] for the details. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Fun
'''Fun''' is enjoyment. It's the more lighthearted aspect of the pleasure derived from a good game, the . . . MaximizeFunMinimizeFrustration ---- CategoryGoodIdea ---- I don't like [http://theoryoffun.com/ . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FunAndChallenging
See ["Fun"] and ["Challenge"]. In the past few decades, as game design has become a discipline and generally . . . a turn!"). * ''(Other examples?)'' ---- CategoryGoodIdea CategoryNeedsWork . . .
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, . . . of have a realistic reaction. ---- CategoryGoodIdea | CategoryNeedsWork . . .
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. . . . instance of PositiveReinforcement. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
GoodIdea
Good ideas may be somewhat useful, but they aren't ["Pattern"]s. Simply putting a name to a concept can . . . of good ideas on this website, visit CategoryGoodIdea. ---- ''I have a list of game elements from . . . I would make the new pages CategoryGoodIdea pages rather than adding ''an entirely new . . . from your seed wiki to the corresponding CategoryGoodIdea pages on this wiki, instead of creating new . . . ''I hesitated to put them in CategoryGoodIdea since most of the ideas there were already . . .
4K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
HolisticDesign
= Holistic Design = Mark Cerny uses the term 'holistic' design to describe the macro-design of how the . . . in CategoryHolisticDesignPattern. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
HomePage
= Game Design Wiki = This site has been established to foster the collaborative development of the principles . . . Initially, we will gather together all the GoodIdea''''''s that have appeared in different sources, . . . SiteNews == Major Sections == * See the CategoryGoodIdea page for some good ideas on GameDesign. * . . .
3K - last updated 2011-09-04 20:20 UTC by RonHaleEvans
InformationAsCommodity
A more compelling experience can be created by hiding some of the game information and allowing players . . . and the formation of ["Diplomacy"]. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Intention
If the player cannot develop a plan in the game, he will not feel in control of it. This idea comes from . . . own plans throughout the game. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
IrreversibleConsequences
= Irreversible Consequences = Not only should your consequence be perceivable, it should be a consequence . . . if the consequences don't matter. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
LetPlayersTurnTheGameOff
Mostly relevant to ComputerGame''''''s, but quite possibly applicable to other games. For instance, if . . . additional notes in November 2002). ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MakeThePlayerAhero
= Make The Player A Hero = This is another Midway/Atari via Mark Nau rule, that applies to action-adventure . . . but sitting in front of it." ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MaximizeFunMinimizeFrustration
In ["Game Design: SotS"], ["Bruce Shelly"] sums up his game design tips with this rule: "Work towards . . . focus areas to grow or cut back. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MeaningfulChoices
With no viable choices, the player will be quickly frustrated. With only one choice, the player will . . . strongly objecting to this being in CategoryGoodIdea - I've yet to see a single game where this . . . actually added to the fun. ---- CategoryGoodIdea . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MechanicsThatCombine
One one hand, SimpleAsPossible. On the other, large game spaces create MeaningfulChoices and EmergentStrategies. . . . than explicit or direct ways. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MicroMacroSimilarityLevelPattern
= Micro Macro Similarity Level Pattern = Frequently, the way rooms or platforms are laid out in a level . . . Final Fight, Metroid Prime ---- CategoryGoodIdea | CategoryNeedsWork CategoryLevelDesignPatterns . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
ModesAreBad
= Modes Are Bad = This applies to computer/video games. This comes from UI design. Back in the days of . . . make their current state blatant. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MoveAndAttackInDifferentDirections
When a character is free to move about in two or three dimensions, there is a tendancy to lock the player's . . . of what way the player is moving ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
NoSkillCap
= Don't Put A Cap On How Good Someone Can Get At The Game = This is the "Hard To Master" part of "Simple . . . in ["Game Design: SotS"]. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OnlyOneOrderOfSimulation
= Only One Order Of Simulation = In other words, don't simulate a simulation. Virtual paintball would . . . just as well as sim-games do. ---- CategoryGoodIdea . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OpportunityToWin
In some games, players start out with a unique situation, which may not be properly balanced with the . . . ["Kingmaker"] * NoEarlyElimination ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OptimalPathsLevelPattern
= Optimal Paths Level Pattern = The game designer consciously provides a best strategy (or strategies) . . . to beat the computer more easily. ---- CategoryGoodIdea CategoryLevelDesignPatterns CategoryNeedsWork . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OrderMaintainingEnergy
\x91'Every point of order imposed on a system requires the continuous expenditure of energy to maintain . . . to the project. -["Justin Love"] ---- CategoryGoodIdea . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Originality
= Originality = Peter Drucker talks of two kinds of innovation strategies: "Being first with the most" . . . the Xbox --), is simply less risky. ---- CategoryGoodIdea . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OrthogonalElements
= Orthogonal Elements = Allow me to misuse a math term here. The elements of a game should multiply the . . . ---- CategoryGoodIdea . . .
3K - 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 . . . to achieve goals and victories. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
ParallelMechanics
["James Kyle"] had an insight for us at ["Protospiel"] 2003. ''Game mechanics are easier to understand . . . there were parallel mechanics). ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PartialInfluence
Perfect control is boring. No control is frustrating and probably boring, on top of offering not MeaningfulChoices. . . . players are trying to duplicate. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Pattern
We have set out to create a PatternLanguage. But what is a pattern? According to ["The Timeless Way of . . . a certain context, a problem, and a solution." GoodIdea''''''s are useful for discussing games, but . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PerceivableConsequences
The apparent results of action. A quality of interaction design that presents clear, causal reaction . . . Johnson"] in ["Game Design: SotS"] ---- CategoryGoodIdea | CategoryNeedsWork . . .
2K - last updated 2009-08-26 18:48 UTC by tuo.ict.usc.edu
PerceivableEvents
If players can not figure out what a game is doing, they will have a very difficult time figuring out . . . and easy for players to follow. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PlayerExperiences
Experiences of players within the game, inhabiting the [[TheMagicCircle]], where stimuli considered and . . . Engagement (TimeBetweenTurns) ---- CategoryGoodIdea . . .
1K - last updated 2009-09-01 13:06 UTC by Glenn Storm
PlayerInteraction
The actions of a game that represent [[Interactivity]] between players. Freely reciprocal player actions . . . ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-09-01 12:58 UTC by Glenn Storm
PositiveFeedback
Advancing toward the goal should make it easier to advance toward the goal. The obvious example is experience . . . ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PositiveReinforcement
Even scratching the surface of ["Psychology"] (say, by attending ["Maggie Tai Tucker"]'s talk at ["GDC . . . that bridge when we come to it. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PrivilegedMove
Give a player a special action that he and/or other players don't have most of the time. CollectibleCardGame''''''s . . . be a special case of this rule. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Proxy
This principle is presented in the context of ComputerGame''''''s in ["The Case For Game Design Patterns"]. . . . rule to the point of uselessness? ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Psychology
The mind is a strange place, and psychologists know a little bit more about it than your average game . . . * RandomReinforcementSchedule ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RandomReinforcementSchedule
One of several things ["Psychology"] has to teach us. In brief, a random reinforcement schedule maintains . . . - AvoidRandomAdversity. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RemoveExploits
= Remove Exploits = I worship Mark Nau. I remember watching him and Chris Busse play Gauntlet: they used . . . EmergentStrategies. -- LionKimbro ---- CategoryGoodIdea . . .
4K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Roleplaying
Essentially the same as SuspensionOfDisbelief. Put forward as a separate GameDesign idea in ["I Have . . . No Words & I Must Design"]. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SeamlessWorld
= Seamless World = Applies to: Action/Adventure computer games and RPG Seamless World is a ContinuousWorld . . . Metroid Prime, Dungeon Siege. ---- CategoryGoodIdea CategoryHolisticDesignPattern . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SeparationOfResources
If all resources are the same or closely related, there may be excessive PositiveFeedback A [http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&t=129 . . . game. See the thread for details. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Sequence 20For 20A 2048 2dhour 20Game
I participated in the 3rd ["Ludum Dare"] 48-hour game programming competition. As practice writing sequences, . . . it fits within your game, some other especially GoodIdea''''''s are: ParallelChallenges, PositiveReinforcement, . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SevenPlusOrMinusTwo
When in doubt about a number, make it less than 7, +/- 2. This is the number of things that a person . . . of the internal combustion engine. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SignificantRounds
Players with an early lead like to be rewarded for their efforts, but other players don't like to be . . . to game play and break up scoring. ---- CategoryGoodIdea . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SimpleAsPossible
While a number of very complex, very good, games have been produced and played, there have also been . . . wherever appropriate. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
SniperMode
= Have a Sniper Mode = I got this one from Tomo Moriwaki, who said, "Dude, sniper mode equals automatic . . . It trumps the ModesAreBad rule. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SoapOperaMeme
Human SocialInteraction is a vast and complex territory that people like to explore, and talk about the . . . patents if you want to compete.) ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SocialInteraction
Most people enjoy the company of other people. Our games should support this. While a OnePlayerGame is . . . a mechanic; see the SoapOperaMeme. ---- CategoryGoodIdea | FourteenFormsOfFun | CategoryNeedsWork . . .
1K - 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 . . . two different aspects of the game. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
Surprise
An event or condition that is contrary to expectations and/or predictions. Even enjoyable things can . . . a surprise." - ["Shigeru Miyamoto"] ---- CategoryGoodIdea | ["Wolfgang Kramer"] | CategoryNeedsWork . . .
1K - last updated 2009-08-26 18:43 UTC by tuo.ict.usc.edu
SuspensionOfDisbelief
A very relevant issue for the the increasingly "immersive" (see ["Immersion"] )environments of many ComputerGame''''''s. . . . in ["Better By Design"], May 2002. ---- CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TerrainMatters
= Terrain Matters = This rule comes originally from Midway/Atari by way of Mark Nau. Specializations . . . you control an avatar in a world. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
ThoughtFiddleRatio
["Ray Petersen"] nicely summed up what you want in a game; loosely: "You want as much thought as possible, . . . break concentration on the game.) ----- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TimeBetweenTurns
Usually, shorter turns are considered better, with constant engagement of all the players a kind of 'holy . . . would be a better rule. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TwoStylesOfPlayAtOnce
Games are more fun if the player needs to play two styles simultanously. The challenge of balancing the . . . entire region of China is at stake. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
WikiNode
= GameDesign WikiNode = Welcome to the GameDesign wiki! This wiki collects concepts that can be used . . . PatternLanguage | | Game design ideas | CategoryGoodIdea, CategoryPattern | == Neighbors == |'''topic'''|'''wiki . . .
6K - last updated 2012-04-28 04:48 UTC by DavidCary
Wolfgang 20Kramer
Wolfgang Kramer lists these game design principles: * ["Originality"] * ["Replayability"] * ["Surprise"] . . . ---- CategoryPerson | CategoryGoodIdea | CategoryNeedsWork . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
92 pages found.