Game Elements

We should expand our vocabulary in the use of describing games in games design and about the overall game. We use "That was fun" or "I don't know, that wasn't much fun" instead we should be dissecting the game into the fundamentals and components of it and talk about what works and what doesn't and explain your thoughts on why. But because a game can be so brad this can be a daunting challenge and seems like you don't know where to start. Design has struggled to to evolve as much as its counter parts due to the lacks of ability to critique it. Designs have been similar in games for the past few years with not much of a leap in the graphics. This could be due to people not being open for change and appreciate the nostalgia almost or they're too used to it. It may also be down to the fact that the technology has advanced for graphics to get better and change but it can be very costly and a lot designers are catering to a broad spectrum of people. The example given of Mario shows talking about games in a new light even for me. It will make me think a bit different about how I describe games from now on 
Chris Crawfords Book on game design
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