April 2009
1 post
GDT#024 Game design for social networks is unlearning ‘game design’: fidelity and feel of game mechanics, or balance, matter less.
February 2009
10 posts
GDT#023 Game designers create skill-based justifications for resolutions of events; writers create story-based justifications.
GDT#022 Game design thinking extrapolated: Game design ≤ interaction design < experience design < service design.
GDT#021 Creative practices in #gamedesign 7: Design iteration is a process of meaning: it takes you up/down a spiral of focused thinking.
GDT#020 Creative practices in #gamedesign 6: Playtesting; seeing players engage with your design, and being humbled by the experience.
GDT#019 Creative practices in #gamedesign 5: Communicating the above in ways that dev team understands you. Prototyping the smallest things.
3 tags
GDT#018. Creative practices in #gamedesign 4: Designing core mechanics by triangulating verbs with meaningful goals and system responses.
GDT#017 Creative practices in #gamedesign 3: Designing goal and reward hierarchies, & how to communicate them to players in motivating ways.
GDT#016. Creative practices in #gamedesign 2: Sketching out systems with interacting parts & defining rules as their dynamic relationships.
6 tags
GDT#015. Creative practices in #gamedesign 1: Setting out to design meaningful play: curiosity/virtuosity/sociality; emotional experiences.
2 tags
GDT#014. The next 7 #gamedesign tweets will offer characterizations of game design as a creative practice. Archived at http://ping.fm/jH2gs
January 2009
13 posts
GDT#013: Design principle 4 games for social networks: Make log in/off into a risk-reward structure. E.g. Parking Wars in FB.
2 tags
GDT#012: Film genres get substantified; game genres get acronymized and verbified. Chapter 14 in http://ping.fm/tAJr8
3 tags
GDT#011: Psychological proximity - e.g. how close to your heart a goal feels - is a variable that affects intensities of gameplay emotions.
2 tags
GDT#010: Intensities of emotions in gameplay vary. They are modulated by a set of variables, e.g. unexpectedness, which can be designed.
GDT#009: Emotional game play experiences matter, since emotionally salient material is remembered better than neutral material.
2 tags
GDT#008: The road to attaining game goals is beset by emotions. Related to consequences of events, actions of agents, or aspects of objects.
4 tags
GDT#007: Game play behavior shifts on the axis between planning and performing: strategy games privilege the first; RPGs the latter.
4 tags
GDT#006: An aspect of game design is how to distribute information, e.g. about goals. Structuring the info into a story is one way to do it.
4 tags
GDT#005: Qualitative game achievements are likely to provide emotional experiences beyond the competetive, quantitative ones.
5 tags
GDT#004: Game achievements are quantitative: regarding motivation, they privilege the goal of an activity rather than the activity itself.
2 tags
GDT#003: Audio that follows gameplay patterns can amplify emotions, as players’ predictions of emotions focus on both play and audio.
2 tags
GDT#002: Gameplay emotions are players’ valenced (+/-) reactions towards events, agents, and objects in the world of a game.
1 tag
GDT#001: Emotional design of a game can be analysed by identifying its events, agents, and objects. http://ping.fm/jH2gs