What walks on four legs in the morning, two in the afternoon, and three at night?
Happy Friday! Let’s pick up where we left off: Player interaction is dependent on the design. How someone will play your game depends on the rules and interactions they are allowed in your game.
On the last blog I asked, “How do you think the way a player interacts with the game changes because of the design?” Now the easy answer is that you change how the controller is used, or the device it is played on, or what materials are needed like dice. That’s not really what I mean though. I mean to say is how does the design of play affect the game and how can we adjust that through development?
Or a really pretentious way of saying “does your game work?” This is something that is important to me on a design level: is the game fun and does it do its job? Which in this case is be fun. To find out what is fun and what isn’t for my games I try the game out, watch others try it out, tweak rules, play again, play games like my game, and repeat. Playtesting is a never-ending cycle of assessment in ludology. Continue reading “The Invisible Hand of Game Design”