Where to discuss GAME THEORY and good examples on this message board?
FranzKeller
Member Posts: 517
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. ;-)
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
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.
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
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'.
Some great opinions gentlemen!
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.
People are often S H A L L O W . . . unfortunately you need to get past that if you want to sell apps
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.