[2/2] 100 Principles of Game Design (100 Game design principles. Universal principles of development and problem solving) (Category Design)
Continue reading about this book with design principles (1 and 2)I will show more examples of principles and talk about the sources of additional knowledge that the authors refer to. But let's start with principles.
1. Feedback loops Regular analysis and adjustment of game processes allow maintaining the balance and dynamism of the game experience. Feedback cycles can be positive (behavioral) negative (restraining). Properly designed feedback loops help keep the game tense, preventing both strong players from dominating too quickly and weak players from falling behind. Understanding these mechanisms is critical to creating fair and engaging game dynamics. 2. The main gameplay cycle The repeatability and structure of the basic game stages create the foundation for stability and player engagement. The main gameplay cycle determines the key actions that the player performs over and over again during the game. A well-designed cycle should be simple enough for quick mastery, but deep enough for long-term interest. It serves as the basis of the entire gameplay, and its quality directly affects the overall experience of the game. 3. Designing experience This principle focuses on creating unique and memorable emotions through thoughtful visual and sound effects. Instead of a simple set of mechanics and rules, modern game design sees the game as a holistic experience that should evoke certain emotions and states in the player. This approach requires the integration of all aspects of the game – from story and visual style to sound and game mechanics – to create a seamless and emotionally rich gaming experience. 4. Narrative through the environment Using the environment to transmit story information allows you to create depth and atmosphericity without excessive exposure. This principle offers an alternative approach to storytelling, different from traditional dialogue and cutscenes. Through carefully designed game locations, interior details, notes, audio recordings, and other elements of the environment, players can independently collect snippets of the story, which increases their engagement and encourages exploration of the game world.
And here are the sources mentioned in the book that influenced the formation of the principles of modern game design.
- The book.A Theory of Fun for Game Design"," Raf Koster, 2004 The year is a foundational work that explains the nature of pleasure from gameplay through the prism of cognitive psychology and neuroscience.
- The book.Frames of Mind: The Theory of Multiple IntelligencesHoward Gardner, 1983 Theory of Multiple Intelligence, adapted to understand the diversity of audience gaming preferences.
- Article "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs", Richard Bartle, 1996 year and bookDesigning Virtual Worlds", Richard Bartle, 2003 year - Bartle player classification
- ReportWhy We Play Games: 4 Keys to More EmotionNicole Lazzaro, 2004 year - model4 Keys 2 Fun"
- The book.The Art of Game Design: A Book of LensesJesse Shell, 2008 year - work that influenced the methods of analysis of game mechanics.
- Concept "The Laws of Occult Game DesignDavid Howard - without a separate publication
- The book.Homo Ludens", Johan Huisinga, 1938 Philosophical study of play as a cultural phenomenon
#Games #Design #Architecture #Economics #Engineering