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In 2004 an academic paper, broke down game design into 3 sections:
ex: Doom mechanic of ammo drops on killing enemies made the player push forward, which made them feel like Rambo.
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Product people steal mechanics all the time. But the good ones:
ex: Alien Isolation, a survival horror game, implemented saving with automatic check-points. But they noticed that players were rushing to a checkpoint, and reloading if caught.
They wanted players to feel fear so they changed it to an unpredictable & slow event (using phones). This raised the stakes and made players act with causion.
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Refers to the feelings you want the players of the game to get playing it. This is something that should be decided from the start:
Whatever the choice, be aware some people will feel the opposite:
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IDEAS CURATED BY
Life-long learner. Passionate about leadership, entrepreneurship, philosophy, Buddhism & SF. Founder @deepstash.
CURATOR'S NOTE
A methodology to explain game design. Found it really useful for all product work.
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