Chapter 4 - The Game Consists of Elements
Much like a doctor needs to really know the human anatomy, a game designer needs to know what makes a game tick. Schell labels the four elements of a game as being: Mechanics, Story, Technology and Aesthetics. I couldn't agree more.
Lens #7: The Lens of the Elemental Tetrad. Is your game comprised of these elements?
Lens #8: The Lens of Holographic Design. Do you understand what contributes to your play experience?
Chapter 5 - The Elements Support a Theme
A theme in the game helps express the game as meaningful. Largely, it was very hard to express meaning in a game until such technology arose to the occasion. And when there is a meaning, there is a theme. So to add meaning, support your theme!
Lens #9: The Lens of Unification. Does your game have a theme? What are you doing to strengthen it?
Lens #10: The Lens of Resonance. What are you doing to make your player very excited to be in the game?
Chapter 6 - The Game Begins with an Idea
The story by Schell being a young juggler is cute. Inspiration comes from everywhere - as long as its not from games that look similar to your game or from other designers. That is, true inspiration cannot be taken, it must be listened to.
Lens #11: The Lens of Infinite Inspiration. Is there a real life experience that lends its inspiration to the game?
Game design is still design, and design involves solving a problem. The first step to game design is to identify a problem.
Lens #12: The Lens of the Problem Statement. What is the problem? In design, we need to solve it.
Another source of inspiration: your subconscious. In this chapter we have a number of interesting segments to read discussing how dreams have helped solve problems. So, go dream!
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