Friday, March 8, 2013

#21 - The Art of Game Design

Chapter 13 - Players Play Games Through an Interface


The interface provides to the player a window into the virtual world.  It must be fluid and allow for playability.  When the interface can no longer be fluid, it becomes an obstacle to the player.  The window has been elaborated more in this chapter.  While the interface is also important, feedback is equally important.  Actions sent into the game via the interface must be reported back to the player immediately.  When there is no feedback, the player is unable to learn the dynamics of the game, and will never understand how to play it.  The same can be said of the real world - feedback helps us learn.


Lens #53: The Lens of Control.
Lens #54: The Lens of Physical Interface
Lens #55: The Lens of Virtual Interface
Lens #56: The Lens of Transparency
Lens #57: The Lens of Feedback
Lens #58: The Lens of Juiciness
Lens #59: The Lens of Channels and Dimensions
Lens #60: The Lens of Modes


Chapter 14 - Experiences can be Judged by their Interest Curves

The game should build upon more and more interesting events, peaking up and down, before it peaks at the end for a grand finale.  This idea is described as the interest curve, and a number of factors go into describing aspects that add to or deter interest in the game.  A player's interest needs to be obtained very early, and it needs to be kept.  But after a player's interest has been piqued, it can only be held for so long.  When an event that is something a little *more* interesting occurs, it re-rises the player interest and when done smartly, the player can enjoy the game throughout until its end.

Lens #61: The Lens of the Interest Curve
Lens #62: The Lens of Inherent Interest
Lens #63: The Lens of Beauty
Lens #64: The Lens of Projection

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