http://video.google.com/videoplay?docid=-5534080568776365031 – starting about minute 14
failure and success states
successive feedback loops to give player feedback and success over and over in teh game -
talks about the calvin factor (calvin & hobbes) – do the opposite of what game wants you to do to see how the game responds, is it open ended enough to let the player create their own success states
even young players can quickly figure out if they’re on rails or if world is open ended
sim city is like gardening – you’re planting seeds and pulling weeds (buldings and roads are hte seeds, blight is the weed)
he designs the box while he ’s making the game to crystallize his ideas – box has to get player interested in plaing the game – it’s psychology,
players create models of the world, of character behavior. players often create better stories to explain stuff than the game has built in
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