dirksonguer + systems   2

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Why are players playing your game?  What motivations did you inspire in them?  Are they the motivations you wanted?

In just a few short years we’ve seen reward systems in games evolve beyond measure — from what was once a simple quest for points to a whirlpool of reward systems…what’s a designer to do?  Take a deeper look at your game, and look at what rewards you’re giving the player — and more importantly, why you’re giving them.  Adding a reward system to your game can often feel like a wild stab in the dark, which is why so many games have turned to the shotgun approach — throw everything in and hope that one catches the players.  Even worse, you could throw a reward system into your game without even understanding what motivations it gives your players.  We can do better than this.  Let’s take a look the reward systems, reasons behind the rewards then talk about how to use them effectively.
games  motivation  reward  systems  gamedesign  gamemechanics  z3 
may 2011 by DirkSonguer
68b.pdf (application/pdf-Objekt)
CSP is a notation for describing concurrent systems (i.e., ones where there is more than one process existing at a time) whose component processes interact with each other by communication. Simultaneously, CSP is a collection of mathematical models and reasoning methods which help us understand and use this notation. In this chapter we discuss the reasons for needing a calculus like CSP and some of the historical background to its development.
programming  english  book  pdf  multithreading  systems  concurrency 
march 2008 by DirkSonguer

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