Sublime
An inspiration engine for ideas
players should never spend so much time in a sub-game that they forget what they were doing in the main game.
Schell • The Art of Game Design: A book of lenses
Markie Wagner • Choose Good Quests
This means that it’s easy for the player to get bored before the end of the game. After all, people are really good at pattern-matching and dismissing noise and silence that doesn’t fit the pattern they have in mind.
Raph Koster • Theory of Fun for Game Design
Richard Bartle’s Four Player Types (Achievers, Socializers, Explorers, and Killers)
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Thinking is, in fact, mostly memory, pattern-matching against past experiences.
Raph Koster • Theory of Fun for Game Design
Evoking the scene that Lola recounted at the start of this chapter, Adams told me of his own style in the field. “I go out there and sit down at a machine. I turn to the person next to me and say I design these things, that’s why I’ve been sitting here playing this machine next to you for twenty minutes, because this is what I do. Let me show you t
... See moreNatasha Dow Schüll • Addiction by Design
Life in the Ludic Century - Outland
outland.art
What elements of the game make the experience enjoyable? • What elements of the game detract from the experience? • How can I change game elements to improve the experience?