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Games. Tech. Musings.

Games offline and online. Technology. Random stuff.

Friday, November 30, 2007

How to design a game

I'll spare you the pain of trying to find anything via the impenetrable Gleemax interface. My favourite game design ninja, Brian Tinsman strikes again with a series on how to design a game.
Mostly more relevant to meatspace game design than computer games although at the end of the day, both have the same primary aim: provide entertainment for players. Pay particular attention to the sections on emotional rewards - this is a really key area I don't think most designers think about in such concrete terms.



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