improving players’ choices - by tracy fullerton and some other folks - her game design owrkshop is a good book - in 2nd edition as of 2009
choice is an important aspect of fun in games
choices have to have consequences to be meaningful choices, should affect whether they win or lose - because players want to [...]
Tag Archive > Decision making
reading notes - giving players choices
reading notes - interactivity chapter from Chris Crawford’s on game design
fun hard to define, no word in any other language, we have lots of words for humorous and enjoyable and playful but hard to sumup fun - “informality, enjoyment, and near-vulgarity that our word ‘fun’ connotes” (p. 71)
the key point - the reason for being - of games is at first look “play” - that’s [...]