Intention
If the player cannot develop a plan in the game, he will not feel in control of it. This idea comes from . . . he cannot understand the rules, there will be no PerceivableConsequences, and the player will be unable . . .
2K - 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 . . . but the results should be quickly visible (PerceivableConsequences) so the player can learn and . . .
5K - 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 . . .
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 . . . what it might do (PerceivableConsequences) In a prototype ComputerGame . . . the game rules by example, and cannot exercise PerceivableConsequences (which lead to MeaningfulChoices.) . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RedemptionGame
= Redemption Games = CoinOperated games that pay out tickets (or sometimes something else). Many of . . . always be possible. 1. Actions should have PerceivableConsequences, even if the exact results . . .
4K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
Sequence 20For 20A 2048 2dhour 20Game
I participated in the 3rd ["Ludum Dare"] 48-hour game programming competition. As practice writing sequences, . . . Action Painfully Obvious. 1. Actions should have PerceivableConsequences, even if the exact results . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
6 pages found.