CalculatedRisk
Excluding the last move of the game, if the effect of an action on the end of the game is known with . . . Hopson"], at ["Gamasutra"]. Therefore, imbue the MeaningfulChoices of the game with a chance of that . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Candy 20Land
= Candy Land = Candy``Land is a particularly interesting game, from a GameDesign perspective, in that . . . it features ''no'' MeaningfulChoices! A turn consists of picking up a . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Chess
[http://www.uschess.org/beginners/letsplay.html Introduction to the rules of Chess.] Some possible reasons . . . first move fairly obvious, but it still holds MeaningfulChoices. * CompellingGoal - while chess has . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Chris 20Crawford
Author of ["The Art of Computer Game Design"], and one of the longer standing members of the game design . . . would be discussions of decision spaces; i.e., MeaningfulChoices. A large quantity of his essays are . . .
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 . . . have three exits. Players may be able to make MeaningfulChoices about which path to take to a certain . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Corsairs
Corsairs was brought up with respect to MeaningfulChoices, and this was written in response. This isn't . . . got into answering the immediate question about MeaningfulChoices, and sort of lost sight of the original . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DeadCardProblem
A way of thinking about things like MeaningfulChoices. It really covers all game decisions, but the principle . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Deadwood
A board game by ["Cheapass Games"]. In summary: some elegant and appropriate mechanics, but a little . . . level. The result is that most turns have no MeaningfulChoices to make - just role the die and maybe . . .
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, . . . the game can become a chore. == See Also == * MeaningfulChoices (the destination of conversation . . .
4K - 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. . . . in victory points is an excellent way to create MeaningfulChoices. Charging victory points for an action . . .
1K - last updated 2009-06-01 02:20 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 . . . It should be possible for the player make MeaningfulChoices about the details of each plan, and . . .
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 . . . Doug Church's tool to this level. You can't have MeaningfulChoices if the consequences don't matter. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Jonathan 20Degann
He has an enlightening series called Game Theory on ["The Games Journal"], including: * [http://www.thegamesjournal.com/articles/GameTheory1.shtml . . . Arcs] * The ["Bomb"] * Agonizing Decisions (MeaningfulChoices) ------- CategoryPerson | CategoryResource . . .
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 . . . choices helps to create TensionCurve''''''s. MeaningfulChoices primarily support the IntellectualProblemSolving . . . it more interesting? You have not provided any MeaningfulChoices here. All this rule does is extend . . .
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. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Monopoly
'''Monopoly''' is one of the most popular ["BoardGame"]s of all time. It was invented by Charles Darrow . . . players can go for hours without making any MeaningfulChoices at all. . . .
1K - 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 . . . of game design. It is one method to create MeaningfulChoices. And the discovery of methods this . . .
3K - 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. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PerceivableEvents
If players can not figure out what a game is doing, they will have a very difficult time figuring out . . . exercise PerceivableConsequences (which lead to MeaningfulChoices.) Systems which are as SimpleAsPossible . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SaveGamePatterns
= SaveGamePatterns = I may not fully grok what patterns are all about; I've read about software engineering . . . trying again, conserving resources this time. (MeaningfulChoices.) The UI can become klunky for this . . . become a resource that must be managed, creating MeaningfulChoices with IrreversibleConsequences. On . . .
7K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
ThoughtFiddleRatio
["Ray Petersen"] nicely summed up what you want in a game; loosely: "You want as much thought as possible, . . . (less fiddling is more simplicity.) * MeaningfulChoices (if choices are what make a game . . .
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 . . . on to the next player. Perhaps "time between MeaningfulChoices" would be a better rule. ---- CategoryGoodIdea . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TradingGame
A game, or mechanic in a larger game, where players make fairly open-ended deals with each other, usually . . . desired action. * One of ["Bohnanza"]'s only MeaningfulChoices is whether to trade or not. * ["The . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TrickTaking
In brief: mechanic, usually the only mechanic besides passing, bidding, or scoring, used in many classic, . . . by the deck'. In other words, the player wants MeaningfulChoices. Another prominent features of most . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
24 pages found.