
The Art of Game Design: A book of lenses

create characters that the guests can empathize with easily,
Schell • The Art of Game Design: A book of lenses
pay closer attention to your thoughts, your feelings, your emotions, and your dreams, for those are the ways the subconscious communicates.
Schell • The Art of Game Design: A book of lenses
What problem, or problems, am I really trying to solve? • Have I been making assumptions about this game that really have nothing to do with its true purpose? • Is a game really the best solution? Why? • How will I be able to tell if the problem is solved?
Schell • The Art of Game Design: A book of lenses
What is an experience I have had in my life that I would want to share with others? • In what small way can I capture the essence of that experience and put it into my game?
Schell • The Art of Game Design: A book of lenses
Often, the “expression” that takes place in a game does little to achieve the goals of the game.
Schell • The Art of Game Design: A book of lenses
To design a good puzzle, first build a good toy.
Schell • The Art of Game Design: A book of lenses
Every prototype should be designed to answer a question and sometimes more than one.
Schell • The Art of Game Design: A book of lenses
Achievable.
Schell • The Art of Game Design: A book of lenses
Here are some common characteristics of the creative subconscious that most people seem to share: