Thursday, April 4, 2013

#25 - The Art of Game Design Chapters 21,22,25

Chapter 21 - Some Games are Played with Other Players


This chapter introduces the concept of playing with other players, by stating that humans try to avoid being alone.  (Most humans at least.)  Multiplayer components are important to some games, because it provides humans a way to play the game and avoid being alone.  This chapter is largely just a precursor to the next, in which communities are the formed center of discussion in multiplayer games.

Chapter 22 - Other Players Sometimes Form Communities


The discussion of a community brings many topics to the table.  Players must have a way to take part in the community as though it were a real-life community.  For this, the lens of expression is introduced.  It is mentioned that at the heart of any community is conflict, but this is not always true - some games are cooperation based, and some are based purely on meeting others; i.e. a tea-party. moderators.

The lens of griefing is introduced to discuss the topic of players misbehaving in the game society.  Any community needs to be managed and policed; typically through game masters and


Lens #85: The Lens of Expression
Lens #86: The Lens of Community
Lens #87: The Lens of Griefing



Chapter 25 - Good Games Are Created Through Playtesting


Playtesting in this game is discussed as a component in game design that is necessary to ensuring and enhancing the fun of the game.  Although the author admits to hating to do playtesting; it is a crucial stage of design that he splits into four groups: focus groups, usability testing, playtesting (general testing) and QA testing.  Focus groups or surveys are sometimes powerful tools when done right.  Questions of interest to focus on are who (does the survey/testing), when (are you testing), what (are you testing), why, and where.


Lens #91: The Lens of Playtesting

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