Wednesday, 19 November 2014
Game Design Tips and Principles
- capture player's tendencies and thou will make a great game
- work along with intricacy (juice berries) of psychology and thou will hit jackpot design concepts
- consider and knowing while designing: that all folks want to be entertained and that they are still children for the most part
- art with value outtrumps art of mediocre quality, and indeed the word art implies valuebles
- being relevent and reflecting great ideas and way of life can gather a lot of royalists
- the eventual point of gaming isn't to game (to itself): game serves life, the reversal order means bookworm type of deal all starting again
- customers (players) love purchasing penny-worth items
- mini-games with a refreshing smell, refreshening tone, settings, tend to do well-er than the 'competitive' counterparts
- creative minds unleashed unlocks rolls on rolls of new ideas. Let the toys' story unfold on its own, via our toy thinkings
- game design is artistic value, artistic creation, than linear mechanical work, like and unlike coding
- people love seeing numbers, it going up, counting. Let them enter their most wanted fantasy, so that their pockets may pour out the changes on its own. Visitors to that fantasy land after a few minutes of their visit, enter trance mode, become fully convinced that the numbers are all good (this shall be where the dollar signs and purchases kick in)
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