- Tynan Sylvester
- at time, questionable world view and lack of reflection:
- > I once tried to break out of this pattern with a real-time strategy game called Player League. The player controlled a team of pickup artists in a nightclub. The goal was to pick up more chicks than the opposing teams of players.
- > When I first started making games, I never thought that I would have to face ethical questions in my work.
❐ Designing Games
Backlinks (20)
- > A reinforcement schedule is a system of rules that defines when rewards are given.
- > Mechanics that interact with many other mechanics smell like elegance.
- ~ avoid degenerate strategies
- ~ consider world narrative
- ~ emergent story is generated by the interaction during play
- ~ emotions are triggered by change
- ~ have a secondary way of providing an important message to the player, if the first way fails
- ~ know the market value curves of your game (or app)
- ~ layer different reinforcement schedules
- ~ players may not only get bored, but also overwhelmed
- ~ players stop the game when too frustrated or bored
- ~ players will always miss some signals
- ~ think about processing player input so that interaction is smoother
- ~ to change emotions, change pace
- ~ use twitch decisions as an easy way to generate flow in games
- ~ we are guided towards the actions allowing the biggest shift in values that matter
- ~ you can have interesting multiplayer by prompting one player to match the other's actions
- ~ you can reward the player to do a volume of activity within a timeframe
- ~ you cannot judge how a (video game) experience will be by imagining it
- ⁓ consciously balance how much information to give to the player