chl + game-design 6
plans within plans within plans - shigeru miyamoto on game design
december 2009 by chl
requoting shigeru miyamoto: "[...] I concluded that [what made people want to play a game again] was [...] the players being mad at themselves. so I would try to analyze how the game made players feel that way."
game-design
shigeru-miyamoto
december 2009 by chl
gamasutra: mark newheiser's blog - farmville, social gaming, and addiction
december 2009 by chl
"the genius in how farmville has succeed in getting so many people addicted comes down to how it handles commitments on a player's time: every time you play farmville and plant a crop, you're making a commitment to come back during a 12 hour window or so to harvest your crop, or else you forfeit your investment."
farmville
game-design
addiction
december 2009 by chl
related tags
addiction ⊕ code ⊕ dwarf-fortress ⊕ farmville ⊕ game-design ⊖ later ⊕ psychology ⊕ shigeru-miyamoto ⊕ sims ⊕ via:cshalizi ⊕ via:gregorrothfuss ⊕ will-wright ⊕Copy this bookmark: