Andrew 20Looney
Andrew Looney, of ["Looney Labs Games"], is the creator of many well-known games, such as ["Icehouse"] . . . Are Always Lame Rule #3: Keep the Rules Short (SimpleAsPossible) Rule #4: Keep It Exciting (OpportunityToWin) . . .
2K - 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 . . . for the long standing popularity of chess: * SimpleAsPossible - the rules (minus a few easily ignored . . .
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 . . . player must understand the rules of the game. (SimpleAsPossible) In order to formulate a goal (["Intention"]), . . .
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, . . . rules without really contributing to the game (SimpleAsPossible.)) With the exception of AbstractGame''''''s, . . .
2K - 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"] . . . play Zelda so I can fish. (This ties in with SimpleAsPossible.) In other words, a game can be 'fun' . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EmileKroeger
Hullo ! I'm a student interested in GameDesign (mainly ComputerGames, but I'm also quite interesting . . . trying to make the GameDesign of Dreamstones as SimpleAsPossible (er, while still being a graphical, . . .
1K - 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 . . . and was cut down to make it more understandable (SimpleAsPossible) and practical to produce. Later, . . .
3K - 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 . . . the player understand the rules of the game. (SimpleAsPossible) If he cannot understand the rules, . . .
2K - 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
PerceivableEvents
If players can not figure out what a game is doing, they will have a very difficult time figuring out . . . lead to MeaningfulChoices.) Systems which are as SimpleAsPossible are often easier to follow than ones . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PropertiesOfLife
["Christopher Alexander"] has a concept he calls 'life.' Essentially, it is the same thing he used to . . . * ["Echos"] * TheVoid * SimplicityAndInnerCalm (SimpleAsPossible) * NotSeparateness . . .
1K - 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 . . . examples, this action is the entire game. (SimpleAsPossible) 1. Something in the game game needs . . . into a short play time: ["2.5 Seconds"], SimpleAsPossible. ---- CategorySequence = Discussion . . .
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, . . . and try to fit it into the theme. 1. SimpleAsPossible has never been more important. This . . .
2K - 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 . . .
2K - 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, . . . of some other rule. Some likely suspects: * SimpleAsPossible (less fiddling is more simplicity.) . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
Wolfgang 20Kramer
Wolfgang Kramer lists these game design principles: * ["Originality"] * ["Replayability"] * ["Surprise"] . . . * TensionCurve''''''s * Simple Is Good (SimpleAsPossible) -- complexity must offer player influence . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
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