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.
Jan 28th
2 tags
GDT#012: Film genres get substantified; game genres get acronymized and verbified. Chapter 14 in http://ping.fm/tAJr8
Jan 27th
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.  
Jan 27th
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.
Jan 26th
GDT#009: Emotional game play experiences matter, since emotionally salient material is remembered better than neutral material.
Jan 26th
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.
Jan 22nd
4 tags
GDT#007: Game play behavior shifts on the axis between planning and performing: strategy games privilege the first; RPGs the latter.
Jan 21st
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.
Jan 19th
4 tags
GDT#005: Qualitative game achievements are likely to provide emotional experiences beyond the competetive, quantitative ones.
Jan 16th
5 tags
GDT#004: Game achievements are quantitative: regarding motivation, they privilege the goal of an activity rather than the activity itself.
Jan 16th
2 tags
GDT#003: Audio that follows gameplay patterns can amplify emotions, as players’ predictions of emotions focus on both play and audio.
Jan 15th
2 tags
GDT#002: Gameplay emotions are players’ valenced (+/-) reactions towards events, agents, and objects in the world of a game.
Jan 13th
1 tag
GDT#001: Emotional design of a game can be analysed by identifying its events, agents, and objects. http://ping.fm/jH2gs
Jan 13th