
The Art of Game Design: A book of lenses

Game designers tend to believe that mechanics are primary; artists tend to believe the same about aesthetics; engineers, technology; and writers, story.
Schell • The Art of Game Design: A book of lenses
Side effects that change constraints.
Schell • The Art of Game Design: A book of lenses
pleasure of entering the magic circle — of leaving the real world behind, and entering into a new, more enjoyable, set of rules and meaning.
Schell • The Art of Game Design: A book of lenses
Interest curve patterns can be fractal.
Schell • The Art of Game Design: A book of lenses
sometimes you need the innate complexity to simulate a real-world situation,
Schell • The Art of Game Design: A book of lenses
Key Question: “Do the playtesters enjoy the game enough?”
Schell • The Art of Game Design: A book of lenses
Females tend to be more interested in mastery when it has a meaningful purpose.
Schell • The Art of Game Design: A book of lenses
Mechanics: These are the procedures and rules of your game. Mechanics describe the goal of your game, how players can and cannot try to achieve it, and what happens when they try.
Schell • The Art of Game Design: A book of lenses
Does my game have clear goals? If not, how can I fix that? • Are the goals of the player the same goals I intended? • Are there parts of the game that distract players to the point they forget their goal? If so, can these distractions be reduced, or tied into the game goals?