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I took a college course in game design, one of the key components of said topic is ‘flow’. You want to keep the player in a state where it’s neither too hard no
by ThalesX 8y ago
I took a college course in game design, one of the key components of said topic is ‘flow’. You want to keep the player in a state where it’s neither too hard nor too easy for them to continue playing.
Make it too hard and the player loses interest. Make it too easy, the same behavior can be observed.
If you want a game, you want to keep the player in a state of flow, if you can’t do that, the game would presumably not be well received by the players, thus not really a good game.
You achieve flow through gameplay, and if you add gameplay to any medium, does it really keep a neutral agenda? The game needs to push you in one way or the other, else it’s not really a game.
- solipsism 8y agoAny game design course worth its salt would cover Myst. Tell me, in what way does Myst force an agenda in a way that a book does not?
- ThalesX 8y agoThe course did not cover Myst. Also, you make assumptions, such as the one that Myst was released when I took my game design class...
- kurtisc 8y agoLike a book that you don't want to put down?