Reading "Advanced Game Design"

 The authors recommended practice: a systematic design

These "machines" are nested - simple machine inside the machine more complex - not to build a large whole machines.

This is an excellent description of a game function, wherein the complex, systematic lasting "machine" by a relatively simple machine stepwise hierarchically configured, so it goes, until the structure and rules of the symbols.

This is a kind of understanding of game design, game design methodology of how to do it.

 

Interactive game must have it?

How much or what degree of interaction is appropriate?

139, related.

There are interactive, there is a sense of participation, no to no.

 

Little or no interaction interaction:

Now mobile gaming, there is a very little interaction, or you can say no, the constant random clicks; do not start after click, laissez-faire.

Less operation, it would not be what it cognitive interaction.

What no interaction was not involved in the game head to the sense of it?

Marketing costs time, like watching a pendulum boring experience. Probably not be called a game of it. More like a movie, television.

 

Complex interaction:

Of course there are chicken, complicated operation.

Cognitive, social interaction interaction (antagonism help of experience), emotional interaction (interactive experience between people, compared help, support), cultural interaction (experience new cultures)

 

Psychological motivation of the game

Brain and feel of the world, social player, sports.

A game, if it is clear and consistent vision throughout the system, symbols and rules - from whole to part and circulation - and to prevent the emergence of exceptions and special circumstances rule, then the players it is elegant.

 

How to play the scope attribute set, 264.

 

This book is to talk about the game plan of how to do the book the game. The target audience is a good book.

 

 

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