Game Design

I follow a blog for psychology, and couldn’t help but making a connection with much of the advice of parenting to that of player interactions in game design. Change the situation to that of a quest, and many of the situations (Prevention, Distraction, Explanation, Appreciation) described can be applied. Just an interesting cross-over.

4 Effective Alternatives to Punishing Your Kids


An interesting article summarizing many thoughts regarding the gamification hype and the need for player experience as it moves forward.

Messification: Why Games Should Be Designed To Be Games First

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The video below is a discussion from GSW with Jenova Chen of Thatgamecompany, discussing the past games, Flower and Fl0w, and the upcoming, Journey.

Two factors that I found particularly interesting from the video was that in each game produced, they focus on integrating just one emotional focus, to keep things simple. However, throughout the process other emotions are integrated to aid with the narrative. I really like the idea of creating with a focus of just one aspect. I’ve created board games with themes in mind, but never explored emotions. That might be an interesting challenge to take on in the future.

The other factor was that they started playtesting with their prototypes on week one. That’s awesome. So many times it seems like design gets overshadowed with the designer’s ideas and the actual player experience is left until later in the process. Playtesting can change the design aspects and focus so much, it’s great to see it being incorporated so early in the development process.

Jenova Chen’s Journey – E3 2010 from Jeriaska on Vimeo.