Doors
Game design involves planning numerous important and often mundane details.
For example:
Doors
They bring you to new challenges, new levels, new lands. Simple details that can make the difference between a approachable game and a confusing one.
In an excellent blogpost, Liz England discusses what she calls "the door problem" (http://www.lizengland.com/blog/2014/04/the-door-problem). Here, she offers a list of questions that a game designer must answer about something as simple as having a door in their game. For example:
Are there doors in your game?
Can the player open them?
How do they know?
Can the player open every door in the game?
Or are some doors for decoration?
Can doors be locked and unlocked?
What tells a player a door is locked and will open, as opposed to a door that is for decoration and can never be opened?
The list goes on...
With games, you are essentially creating a world for others to enjoy. But what good is a world if the doors to it won't open?
Видео Doors канала Game Design Ed
For example:
Doors
They bring you to new challenges, new levels, new lands. Simple details that can make the difference between a approachable game and a confusing one.
In an excellent blogpost, Liz England discusses what she calls "the door problem" (http://www.lizengland.com/blog/2014/04/the-door-problem). Here, she offers a list of questions that a game designer must answer about something as simple as having a door in their game. For example:
Are there doors in your game?
Can the player open them?
How do they know?
Can the player open every door in the game?
Or are some doors for decoration?
Can doors be locked and unlocked?
What tells a player a door is locked and will open, as opposed to a door that is for decoration and can never be opened?
The list goes on...
With games, you are essentially creating a world for others to enjoy. But what good is a world if the doors to it won't open?
Видео Doors канала Game Design Ed
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