Monthly Archives: February 2015

Miscellaneous

Kind of a cheat category. Lack of bugs, menus functional and consistent with the tone of the game, low or non-existent loading times, small footprint on the hard-drive. These things all improve the quality of a game, but I found … Continue reading

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Freedom in games

FREEDOM The less the game harasses the player, the better. This is entirely in a non-mechanical or challenge sense. –non-game-mechanic choices     —-exploration –––It’s one thing to actually have a world I want to play in, it’s another to let … Continue reading

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Plotting or Event Structure

PROMISE/EVENT STRUCTURE LOOP Does the player feel that interesting things will happen in the future? –Set up ––Tell the player something interesting is about to happen, and they’ll be excited now. –Payoff ––Don’t build something up unless you can make … Continue reading

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Feel/Kinaesthetics

KINAESTHETICS/FEEL Everything the game does to respond to the player, aside from game mechanics. –Controls —-Mapping –––Are the controls easy to use, yet fully functional and comprehensive? ––Twitch –––Do the controls react sharply, or do you percieve lag? –Responsiveness (does … Continue reading

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Fantasy or Vicariousness

FANTASY/VICARIOUSNESS Do you want to be this character, in these situations, doing these things? –Solidarity Do you feel like you and your character are “in this together”? Does he or she or it respond the same way as you do … Continue reading

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Resumeability and Complexity

Quick post about a made up word. When I talk about resumeability I’m talking about the ability for a gamer to sit down and start playing the game immediately after an absence. This is mostly a strike against complicated games … Continue reading

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Difficulty and Punishment

LEVEL OF DIFFICULTY Everyone likes a different challenge. Some people like to play an FPS and die at least 20 times on the same level. Some people play that same FPS and get frustrated when they die twice. Compounding this … Continue reading

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