giovedì 6 novembre 2008

About design

Here are some insights in design from Andy Gibbons (mind-opening as usual).

Andy is talking about the primary generator of design - aka pattern or generational principle. Take a pattern (e.g., a yo-yo). What could you add/subtract from a standard design keeping it what is is (a yo-yo)? How many variations can you generate?

I think that would be a good way to better understand the core of a game: is it the rules? The interaction? The narrative? The media?
Understanding the core of a game, its operational principle, how it works, is useful to create variations, learning from other games, focusing design on what really matters.

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