Programming is like a toolkit for me. It is a very exciting, fun, always changing tool kit. As soon as I find a problem in my daily life, I think about how to find a solution with my favorite tool kit. That is also the reason behind the little owl in our company kicker room. I am talking about an Arduino in a custom case, which transfers the data from the attached ultra sound sensor via LAN with HTTP to a Raspberry PI. I did the following project during the so called InnoDay, if you want to know more about this, check out the InnoGames corporate page. Read more →
Hey guys, this is part two of my texts about the four pillars of fun in Game Design. If you haven´t read the first one yet, please do so HERE.
It is a part of the human nature to expect certain liberties. A game with many unexpected twists turnings and choices will at last be praised higher than a game with a linear progression. We should not forget that videogames set themselves apart from movies in the sense that they are interactive. It should be the goal for any game designer to give the player the feeling of power; at least powerful over the game world and its course. This emotion can only be created if the player is given the opportunity to create consequences. We should subdivide this pillar as well:
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On November 15, U.S. game design legend Bruce Shelley gave a lecture called “Guidelines for developing successful games” at the InnoGames office. Both internal and external people watched the presentation and were eager to learn about tips and guidelines that can lead to the success of the game development process. In his lecture, Bruce talked about the most important things he learned in his over 30 years of game design experience. Read more →
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I regularly get the feeling that it is important to make one’s self aware of the significance of actual “game fun”, or how entertaining a game is – and to actively focus on it. Often enough, games become released that can hardly be seen as an entertainment product. Assuming that it should be easy to add some real fun to your game, I created a list of “4 pillars of fun”. These are simple principles that – if you at least slightly take them into account – should guarantee that your game is not solely relying on manipulative psychology, which is the case for too many games i.e. on Facebook. In three postings all in all, I dig into the problems that arise when no real game fun emerges and I also explain the four pillars of fun (and their bits and pieces), stating prime examples of games that did it right. Read more →