Archive for game design

keep it deep

Chu said that Blizzard distinguishes between complexity and depth. It wants players to enjoy games, like World of Warcraft in its 10th year, for decades. It enables that through depth, but not complexity.

Complexity is about all the different things you need to understand before you can make decisions in the game. Depth gives you a wide range of options to take once you understand the game.

http://venturebeat.com/2014/08/03/the-best-tricks-that-blizzards-game-designers-used-to-make-hearthstone-a-megahit/

http://genecloud.wordpress.com/2007/05/24/design-language-deep-simplicity/

 

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shiny thing are wet

glossywater

“The evidence that people are drawn to shiny things is all around us: from the pages of lifestyle magazines to the page stock of lifestyle magazines. One logical explanation for this cultural affection is that we’ve come to associate gloss with wealth and luxury.”

“… that our preference for glossy might be deep-rooted and very human,” says Patrick. “It is humbling to acknowledge that despite our sophistication and progress as a species, we are still drawn to things that serve our innate needs–in this case, the need for water.”

http://www.fastcodesign.com/3024766/evidence/an-evolutionary-theory-for-why-you-love-glossy-things

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do we need to care about technology any more?

“Talk about experiences, not features. Technology is there to enable an experience, and as long as it doesn’t get in the way, most consumers would rather not worry about it.”

http://www.fastcodesign.com/1671910/the-12-trends-that-will-rule-products-in-2013

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simple ideas

“Simple ideas are easier to understand. Ideas that are easier to understand are repeated. Ideas that are repeated change the world. “

Simon Sinek

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cooperation is our species’ signature adaptation

“Cooperation is our species’ signature adaptation”

Headline quote from a Fast Company article inspired by Harvard biologist E.O. Wilson’s book The Social Conquest of Earth.

http://www.fastcompany.com/1843210/your-startup-is-a-tribe-and-your-customers-are-members

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design language : tea party

A more approachable, social and less intense version of a guild.

“I don’t think it’s as much that you invent the next ‘what’s after guilds?’, but I think it’s more how do you take something like guilds and make that something that isn’t called guilds, that’s more like a tea party that your mom can get into.”

http://www.gamesindustry.biz/articles/2012-07-16-zynga-ceo-mark-pincus-in-depth

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evolving gamers assumptions and expectations

One of the unexpected consequences of social gaming has been a softening of the gamer’s expectations of tutorials, structure and rewards.

“Part of the opportunity for all of us over the next five years is how do we package those up in a way that can fit in this form factor [Pincus points to smartphone] of a very small screen, small attention span, and someone who’s not going to read instructions, not going to do tutorials, and it’s got to have a very, very light, soft on-ramp but have a lot of depth of where that experience can go. I think the opportunity is to continue to innovate – it’s a new kind of innovation.”

http://www.gamesindustry.biz/articles/2012-07-16-zynga-ceo-mark-pincus-in-depth

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