The Design of Everyday Games: Introduction
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I'm thinking about starting a series that explores the lessons learned in this book and applies them explicitly to game design, complete with examples both from the real world that the book addresses and from games that exhibit both dos and don'ts with respect to the principles and lessons taught in the book.
Some ideas that immediately spring to mind for topics are:
- Affordances and Constraints
- The 7 Stages of Action
- Conceptual Models
- Mapping
- Feedback
- Knowledge in the Head and in the World
Labels: everyday games, game design
1 Comments:
I've seen the book references a number of places, including in Rules of Play if I'm not mistaken. But a games-focused dissection/personal interpretation could be cool.
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