Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.
Arnold Rauers: Creating tension in Card Thief
- “Different mechanics that feed into one core experience can create a rather strong feeling for the player, no matter how abstract they are in the end.”
Ethan Hoeppner: Plan Disruption
- “A good pattern to follow is the spiky information flow, in which high-impact information is collected into discrete spikes that happen at regular intervals, with a slow, regular flow of information between the spikes. Carefully considering the way information is introduced, and how that impacts the player’s ability to form plans, is essential to designing a good strategy game.”
Keith Burgun: Incremental Complexity
- “There seems to be this inherent conflict between accessibility and depth in strategy games in particular. […] The fact is that games just need to be pretty complicated to avoid being solvable. So if simplifying isn’t the answer, then what is?”
Thomas Grip: The SSM Framework of Game Design
- “The System space is where all of the code exists and where all of the game simulations happen. […] Story, as explained in this previous post, is what gives context to the things that happen in System space. […] It is when the Story and System space are experienced together that a Mental model is formed.”
Thomas Grip: Planning – The Core Reason Why Gameplay Feels Good
- “For too long, game design has relied on the planning component arising naturally out of ‘standard’ gameplay, but when we no longer have that we need to take extra care.”