The greatest challenge, in making a good game design, as Nabeel Hyatt (or should i say David Armor) blogged:
Entertainment is offscreen. Your friends know you a lot better than any game designer could, let them provide the entertainment.
Creating a world and then stepping aside, so a player will live the game experience, in his own individual way, and still make it interesting for him. The way i see it, this it the hardest thing of all in game design, because the only reason for me to stick with a game, is if i live the game away from the computer, or when on it, experience more then any special effect can ever stimulate me.
Such a game is Fable by Lionhead, in which you can only save the game not being in a game. No, limitation on saving a game isn’t something new. But using it in a way that makes the game more challenging, and interesting, is brilliant.
Playing it you can be pick a side- good or bad. Some actions appear to be so trivial, that you pay no attention and unintentionally… do bad(same as my real life). “Getting to this point in the quest- i will not go back to start over from the last save… ” and so I’m continuing to save later on.
What happens, you have a game in which, it’s not so easy to be good. And the strangle between haven and hell continues.
It’s only a game, and yet they get you to worry what will your mother have to say about it…;-) . i doubt if that was designed in the game.







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