chl + game-design   6

plans within plans within plans - shigeru miyamoto on game design
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
"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

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