
The Art of Game Design: A book of lenses

What in my game is truly random? What parts just feel random? • Does the randomness give the players
Schell • The Art of Game Design: A book of lenses
the core of playing and winning games is mastering abstract formal systems,
Schell • The Art of Game Design: A book of lenses
Are the theme and story going to be appealing to consumers? Is the game so easily explainable
Schell • The Art of Game Design: A book of lenses
many games are built on top of toys.
Schell • The Art of Game Design: A book of lenses
for hidden power. Ask yourself these questions: • What is it about my game that feels powerful and special? • When I describe my game to people, what ideas get them really excited? • If I had no constraints of any kind, what would this game be like? • I have certain instincts about how this game should be. What is driving those instincts?
Schell • The Art of Game Design: A book of lenses
attributes and their states are the adjectives.
Schell • The Art of Game Design: A book of lenses
A game is something you play.
Schell • The Art of Game Design: A book of lenses
A puzzle is a game with a dominant strategy.
Schell • The Art of Game Design: A book of lenses
It is not enough to merely understand the various game elements and how they interrelate with one another — you must always consider how they relate to the experience. This is one of the great challenges of game design: to simultaneously feel the experience of your game while understanding which elements and elemental interactions are causing that
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