How to arrange fun: staged vs. artificial ✏️
How to stage fun With pacing, context, and a setup As a game designer, your main responsibility is to satisfy the feelings and emotions of players; you must make sure […]
How to stage fun With pacing, context, and a setup As a game designer, your main responsibility is to satisfy the feelings and emotions of players; you must make sure […]
Play, gaming and gamification My personal take on which is what. There is no clear-cut separation between play and gaming. Gaming is not without play, and is merely an extension […]
“I have a great idea for a game!” This is often how it starts. What follows is a production rush; a playable prototype, the sketch of the character, moodboards or […]
No matter how large an open world, there are always locations of low interactivity between the player and the game: a lack or low density of enemies to fight, items […]
The genre of open world games is aimed at players with the motivation to explore—meaning, experience designers must give them a journey. This includes reasons to explore, landscapes that incite […]
Open world games tend to make us want to wander—all we need is a destination. That said, part of what makes a journey worth journeying are the little finds we […]
As an entertainment product, games are one of many media forms that rely on providing users an ‘emotional ride’. In other words: to evoke designed emotion, is to create a […]