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Functional Game Design

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Scurra
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Joined: 09/11/2008

Over on the 'geek, Mario Lanza has started up an excellent thread on the subject of design - but at the final stage, not at the development stage.
Essentially, he wants to know why some games have apparently fiddly aspects or how art decisions can turn out to be confusing etc. This is an often over-looked aspect of the design process: as designers and developers, we often form a blindspot when it comes to aspects such as these because we've spent so long with a game that we could probably play it blindfold :-) But ultimately, these aspects also form a significant part of the game experience, and I guess these sort of things deserve discussion here; even if it seems as though these issues are for final production discussions, establishing some ground rules seems like a fine idea.

Link here

sedjtroll
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Joined: 07/21/2008
Re: Functional Game Design

Scurra wrote:
Over on the 'geek, Mario Lanza has started up an excellent thread on the subject of design - but at the final stage, not at the development stage.
Essentially, he wants to know why some games have apparently fiddly aspects or how art decisions can turn out to be confusing etc. This is an often over-looked aspect of the design process: as designers and developers, we often form a blindspot when it comes to aspects such as these because we've spent so long with a game that we could probably play it blindfold :-) But ultimately, these aspects also form a significant part of the game experience, and I guess these sort of things deserve discussion here; even if it seems as though these issues are for final production discussions, establishing some ground rules seems like a fine idea.

Link here

Thanks for linking that, David... I was going to, but I guess I didn't get around to it.

- Seth

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