What we need to know when designing a Game[Updating]

Published November 16, 2009
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Zhixing

Nov.16, 2009

[Updating..]

There are lots of things we need to know when we are designing a game, that means we should really understand what a game is all about. These words below which I collected from books and internet may be of inspirational values for us. Let's enjoy them:)

Only very hard-core gamers are interested in technology. The vast majority of your audience isn't. And technology does not sell games or make them fun. (Daniel Sanchez-Crespo Dalmau)

Having a "smart" AI but not a "human" AI can sometimes yield poor gameplay. (Daniel Sanchez-Crespo Dalmau)

Games are an integral part of all known human cultures. Digital games, in all their various formats and genres, are just a new expression of this ancient method of social interaction. Creating a good game, as noted in the Jung quote above, is a challenging task, one that requires a playful approach but a systematic solution. Part engineer, part entertainer, part mathematician, and part social director, the role of the game designer is to craft a set of rules within which there are means and motivation to play. Whether we are talking about folk games, board games, arcade games, or massively multiplayer online games, the art of game design has always been to create that elusive combination of challenge, competition, and interaction that players just call "fun."(Tracy Fullerton)

It's important to remember that what has made games such a long-lasting form of human entertainment is not intrinsic to any technology or medium but to the experience of the players. (Tracy Fullerton)

It's far too easy to get caught up in a game's graphics, story line, or new features and forget that what makes a game great is solid gameplay. (Tracy Fullerton)

Games are everywhere, from how we manage our money to how we form relationships. (Tracy Fullerton)

Action may not always bring happiness; but there is no happiness without action." (--Benjamin Disraeli)

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