Since we're talking about MMOs lately, Guild Wars 2 has a good read. Now, I understand Johanson's point at making the grind of subscription based MMOs sound as terrible as they are. But, realistically, people are not going to plug away at their dailies and progression if they do not find it fun. Some people may choose to suffer a certain amount of indignity, provided the rest of the game is fun.
But, it does ask a really good question: "If we chose fun as our main metric for tracking success, can we flip the core paradigm and make design decisions based on what we’d like to play as game players?"
Welcome! This blog was focused on history, video games, nerdery and other interesting things. It got a bit too bloated, and the design too hard to work with. So, it is officially archived.
Showing posts with label Sablan Games. Show all posts
Showing posts with label Sablan Games. Show all posts
Thursday, June 21, 2012
Measuring Success for Games
Labels:
Board Games,
Gaming,
Guild Wars,
Guild Wars 2,
Role Playing Games,
Sablan Games
Sunday, May 27, 2012
The Rules Writing Process: ForMatting
As I go through the Dragon Dice rules to put it into nicer, neater language, I've been finding what I want to propose as best practices for game rules. These are ForMatting notes, to help you be like me. What do you mean it is not awesome? I'll be applying these to other games I work on. Once I'm done this side project, I'll go back to my other diversionary games (check the Sablan Games tag!) to clean up their rules.
Labels:
Air and Space,
Dragon Dice,
Gaming,
Puns,
Role Playing Games,
Sablan Games,
Smithsonian,
Writing
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