Principles of good game design. (World of Electronic Games) by Heidi E. Aycock
- Fun Comes First
-"Any fun in the game is completely accidental. A good game has to have a fun core, which is a one-sentence description of why it's fun." by Paul Reiche
- We Crave Simplicity
-"The simpler you can make the control of the game, the more playable it is".
-"Tetris is the ultimate example of the most ultimately simple game, but it's so addictive,"
by Daves Jones
- The Plot's the Thing
-"More and more, [games are] turning into interactive fiction, and more and more, we're concentrating on plot, the characters, and proper writing technique."
-"Balancing a game's plot with an acceptable amount of interactivity is one of the toughest tasks in designing a good adventure game."
by Roberta Williams
- Technology First
-"if you first develop the technology, then you can say, 'Okay, I can design a story that does that.' That story is well within the scope of the technology."
-"By creating more detail and more possibilities, Garriott has built a series that wraps players in the fantasy of another world. He says the fun part of the Ultima series is that immersion in a separate reality, a reality that grows richer and richer with each installment."
by Richard Garriott
- And Still More Fun
-"Fun is not a fatuous activity"
-"Fun is the meter on your emotional state. Fun is the summary feeling that you've got, but what's contributing to that are unexpected opportunities for growth."
-"Fun is a vitamin for the mind, essential nourishment for your intellect"
by Dan Bunten
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