David will start w/MDA
My really old notes:
- 2007 What is Fun (Falhstein’s theory, Types of Fun, Crawford, Flow, Goals&Choices)
- 2007 Game Design– Formalizing, Aesthetics, Issues List
- 1 – Compelling Goals – make the player WANT to do something
- 2 – Clear Goals – make sure they know what to do
- 3 – Clear Rules – make sure they know how to do it
- 4 – Choices – make sure they can actually influence what happens
- Meaningful
- 5 – Challenge – key thing here is balance (tuning)
- 6 – Feedback – make sure they know that they’ve done it
I’ve lost my notes – key concepts all in the 2007 Game Design list
- Goals
- Rules
- Meaningful Choices (informed choice)
- Balance / Challenge / Progression
- Feedback