Basic Rules to Develop Simple and Appealing Games
voidbee.com
voidbee.com
It's always good to take a step back from your creations and ask yourself "Is this fun? Will anyone want to play this?"
Great article.
My favorite part was where Blow talks about how the puzzle idea started from an RPG-style game where you cast spells by performing gestures on-screen, where certain aspects of how you drew symbols (ie: speed, size) determined the traits of the spell cast. I always had that idea myself.
However, after exploring the idea a bit, he realized that it wasn't really much fun to do elaborate gestures when what you really wanted was to merely cast "Fireball 1", which you would do a thousand times in the course of the game. What was really fun was the lore-related ways in which you could teach spells to the player, by having them find them carved as runes into the scenery and such.
So he made a game about that phenomenon of "discovery" instead. I thought it was brilliant insight.
All of this is best combat with a lot of feedback, and a lot of kinds of feedback. It's challenging to parse all of the information and stick to a certain focus, since the incentive to play your game over others is not clear or obvious.
That sounds like you want over 100% fun. Hype literally means over.
Sure you need a monetization strategy, and simply selling might not be good enough, but at some point you are not selling a pure game anymore. Collection of additional content for example is a meta-game that's only loosely connected to the game, without any real benefits. That is not more appealing.
edit: There's some truth to it, though. premium makes it less fun for some and in relation to them, 120% fun for the premium users. And that's not entirely wrong, because a game can't please anyone, so it's OK if some enjoy just 85% and you want to keep out the ones who couldn't enjoy it all, so they don't spoil it out of ignorance or spite. I'm just not sure that getting more money for premium content is the right motivation to develop a clear distinction in this vein, to actually keep out "filthy casuals", with DLC it's quite the opposite.
And cool literally means a moderately low temperature, no?
It's use might be a bit more contrived than that, but this is simple thermodynamics. Temperature is one of the most basic perceptions, certainly it's rooted deep in our understanding of the world. Language is littered with expressions related to temperature, eg. emotional warmth vs a cold heart, because temperature perception is that fundamental.
> That sounds like you want over 100% fun. Hype literally means over.
My point was that even though words might have a literal meaning they can also have other meanings, and in that case the person meant the other meaning
hype
informal
noun
1. extravagant or intensive publicity or promotion.
"she relied on hype and headlines to stoke up interest in her music"
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&e...I've recently decided to start taking the plunge into game dev myself, coming from a purely web/app dev background and to try to blog the process in the hopes it will turn in to a useful resource for other completely green game Devs.
The first of the two (somewhat insubstantial) videos I've made about it is here if anyone's interested https://youtu.be/PliCYTiCxKk
The article spends 3 sentences on the subject of which one is shilling their product, which basically seems like a dating site for game developers. Since they are just entering alpha everything rides on them proving that great games can be birthed from their service. It's a great idea so I hope they can do it!
Games should be filled with challenges and rewards. Some of these are tiny (give a unit an order, hear "Yes Sir!") some are big (defeat a boss, see victory animation). All of these things should in some way (no matter how tiny) be seen to advance the overall game. Games are boring when they either don't give you enough little rewards or when the little rewards seem superfluous toward the overall goal.