DirkSonguer + flow   2

Do Your Players Know Their Role? [Game Design] - What Games Are
When games mix they can create exciting new experiences, but many mixes just don’t work. Rather than being enhanced by their interaction, these games pull on each other, leaving the overall experience to be one of dysnergy, the opposite of synergy.

Perhaps the game design has forgotten the importance of the player’s role. Role is not a marketing issue. It is how players understand your game and why it's awesome
gamedesign  minigames  flow  z3 
august 2011 by DirkSonguer
Tobold's MMORPG Blog: Gevlon says PvP can't be fun
I find Gevlon, and especially his various projects with which he proves World of Warcraft to be a sandbox game by veering of the ordained themepark path, to be interesting, even if I find many of his opinions abhorrent. So on the one side I'm sad he cancelled his ganking project in what looks very much like a hissy fit, but on the other side he has some interesting arguments on PvP, if you arrive to sort them out from the rest of his rant. Gevlon then explains why it is easier to give adequate feedback for PvE than for PvP, and concludes that because you can't have adequate feedback for PvP, you can't get into the "flow", and can't have fun. That leaves, in Gevlon's opinion, only three "small minorities" of types of players who enjoy PvP: Casuals who just want to batter the wall of Wintergrasp with a catapult from time to time (that would be me), Killers who enjoy ganking others, and a tiny "elite" who play PvP for the challenge they can't get from AI opponents.
gamedesign  games  pvp  pve  motivation  flow  english  article 
june 2010 by DirkSonguer

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