Game Elements
Game Tools and Vocabulary This week for the reading task, I read Formal Abstract Design Tools by Doug Church. In this article there are discussions of 'game vocabulary' and how game analysis and creation can go beyond 'fun or not fun'. I.E talk about the underlying components of a game instead of just saying "that was fun!" W e should dissect a game into its components, and attempt to understand how these parts balance and fit together. perceivable consequence For me the information about perceivable consequence was most interesting. It makes so much sense yet would be an easy concept to miss when planning/ designing a game. This allows the player to not get frustrated as the consequence of an action was perceived. eg. " Rarely do players following a path through the game suddenly find themselves in a situation where the game basically says, "Ha ha, you had no way of knowing, but you should have gone left," or "Dead end! Now you get c...