object:Game Concepts Analysis object:GCA
subject class:Game Dev
class:videogame
beauty :::
wonder-exploration ::: some of the principle attributes of a game experience seem to be the sense of wonder and exploration, ideally characters should go "out of their way" to find some high point from which to get a lovely view since the world suggests it will be so.
freedom ::: this does belong with wonder/exploration but I add it to give also the sense of the ability to do anything. like build a house in the game, or shape it. effect it.
progress ::: the more complex this is the more freedom the player has to shape the character one way rather than another.
complex-world ::: the better we can model the complexity of "reality" in the game the better it is.
living world / progressive world ::: the world needs to grow and change, the players effects have to matter. the world should evolve. things in the world should
risk-reward ratio ::: this is symbolized in the archetype of the thief or raider stealing from deep dungeon levels, or from someone superior, a real score.
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