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Nathaniel's Game Development Funhouse

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Realism vs. What Designers Care About, Verisimilitude, and the Responsibility of Expectations

Something that seems to frequently come up when discussing the design of a game system is whether or not some aspect of that system adheres to reality. Or, more precisely, whether the outcomes of that system accurately simulate the results that the person making the argument expects, based on their particular interpretation of reality.   Generally, these arguments come from players, or from non-designers, or less experienced designers, and will take the form of, "But XXXX isn't realistic!" o

Nathaniel Chapman

Nathaniel Chapman

 

Difficulty Settings

In advance, I want to mention that I am using GTA as a theoretical example in this case. I actually don't remember what it did for difficulty levels - it was just a clear example to explain the terms I'm using.   Something that I've done a lot of thinking about is difficulty modes. Not just because it's something you have to consider on every project, but also because it ties directly into the core meat of system design - what causes your game to be challenging? What level of challenge is fun

Nathaniel Chapman

Nathaniel Chapman

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