Where to discuss GAME THEORY and good examples on this message board?

FranzKellerFranzKeller Member Posts: 517
edited November -1 in Working with GS (Mac)
slight cross post

Where is the best place on this message board to discuss "Game Theory"?
(Rather than direct discussions of our GS projects.) and mention prime examples of good
game design? All the programing skill in the world can't make a bad idea good, after all. ;-)

Comments

  • scorelessmusicscorelessmusic Member Posts: 565
    Seems fair to me that this can be discussed in the "Game Design" area.

    One interesting thing to note... I have a designer friend who tells me to always keep separate Game Design (User Interface, Graphics, Polish) from Game Experience (or user experience).

    You may have the best eye-candy, but if it doesn't contribute to a positive experience overall (like functionality) it will be at the expense of your app in total.
  • FranzKellerFranzKeller Member Posts: 517
    He is FAIRLY correct, to my thinking. ;-)
    It's true, a games' action should be fun, no matter what graphics / sound are connected with it.
    (meanwhile a game with only graphics may fall flat, like so many movie liscensed console games ;-)
    BUT
    Gaming is a total experience, a "ghestalt" situation, so if both factors are strong,
    and contribute harmoniusly to the game, the overall package will be much more persuasive.

    on the other hand, bad interface choices can spoil a game that is otherwise fun?
    My pet peeve - Babo Crash for iOS. Good puzzle action but disgusting graphics and sound.

    or nonexistant / primitive graphics may prevent shallow ( ie MANY ;-) users from trying a new game
    IE Drop Zap
    scorelessmusic said:
    Seems fair to me that this can be discussed in the "Game Design" area.

    One interesting thing to note... I have a designer friend who tells me to always keep separate Game Design (User Interface, Graphics, Polish) from Game Experience (or user experience).

    You may have the best eye-candy, but if it doesn't contribute to a positive experience overall (like functionality) it will be at the expense of your app in total.

  • scorelessmusicscorelessmusic Member Posts: 565
    Ah.. NeuMET1K Rhythm Composer's hastily cobbled user interface has already been criticised >.<

    I know it's only a 2 day job as a prototype to test some issue with GameSalad, but at some point I can't keep pulling out the prototype/alpha/beta excuse. For my next GS feat, I will try to do a 'long term' project, and Wishstone Saga it shall be!

    Now comes the part that some people fear: discussing their app before it is truly ready for primetime. There is a lot of fear that ideas and implementations may be stolen and competitors jumping ahead with whatever one puts out for discussion and comment.

    I really want to go a great job with building a tactical RPG with GameSalad but I'm wondering when to reveal things without spoiling it. Quite a delicate balance we walk, between teasing, gaining useful feedback, and prematurely 'selling ourselves out'.
  • iPhoneDevForMeiPhoneDevForMe Member Posts: 362
    This is some good stuff haha!

    Some great opinions gentlemen!
  • scorelessmusicscorelessmusic Member Posts: 565
    I have to admit to this myself: Many potential downloads / sales are lost right from the eyeballing of the app icon. I have a habit of scanning PandoraBox for the latest $0.00 sales but I don't download everything, and I definitely don't read all the app's descriptions and view the screenshots.

    I decide when to drill down to the app's metadata based on the attractiveness of the app icon. So if there is one place where I think the pure functionality = purely design it's the app icon. The function of the app icon is to convince the browser that the metadata is worth a look.

    Fail on your app icon, and it doesn't matter how great your metadata, screenshots, or app experience is. You've probably already lost a considerable audience from that point.
  • FranzKellerFranzKeller Member Posts: 517
    You're absolutely right... Like the album cover of a CD, make sure to have art of your highest quality on the icon! ( Though people could be annoyed if the in game graphics don't match! )

    People are often S H A L L O W . . . unfortunately you need to get past that if you want to sell apps
  • scorelessmusicscorelessmusic Member Posts: 565
    LOL.. I guess I have just admitted to being shallow.

    But it could also be me trying to hold back on the compulsive need to download everything that's free just to study it and see how others do stuff. I think I currently stand at about 5500+ apps in my iTunes.

    I think I see it this way: If a developer has made the effort that is clearly visible just from a glance at the app icon, I can have some confidence that they made considerable effort for their app itself. Or so I can hope. :)
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