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.
Labels: game design