Search:
The apparent results of action. A quality of interaction design that presents clear, causal reaction to chosen options. Nothing should look arbitrary. The player should be able to perceive what will happen, and/or understand what does happen. Mentioned by ["Doug Church"] in the article ["Formal Abstract Design Tools"] on ["Gamasutra"]. Turned into a ["Pattern"] by ["Bernd Kreimeier"] in ["The Case For Game Design Patterns"] on ["Gamasutra"], and in a paper at ["GDC 2002"], "Content Patterns in Game Design". ["Warren Spector"], in ["Game Design: SotS"], supports the concept, and offers some advice on how to create it (emphasis mine): "Give Players '''tools and information''' enough to make and execute a plan in response to a problems you set up. In the end, that's what gaming is all about. Just as important, though, make sure you provide enough feedback so players know why their plans worked or didn't work." (That last sentence is PerceivableEvents) === Related Concepts === * PerceivableEvents * IrreversibleConsequences * If it looks the same, it should act the same - from ["Todd Johnson"] in ["Game Design: SotS"] ---- CategoryGoodIdea | CategoryNeedsWork
Summary:
This change is a minor edit.
This wiki is licensed under a Creative Commons Attribution-Share Alike 3.0 License.
To save this page you must answer this question:
How many legs does a horse have?
Username:
Replace this text with a file