
Game mechanics are harder to talk about than any other aspect of game design. The terms we use are largely abstractions -- things like negative feedback loop and difficulty progression. They're a nuisance to prototype and test, too, because unless they're simple enough to implement in a board game, you have to either write code or use a spreadsheet, and neither one is particularly fast or intuitive. Recently I've co-written a book that's (partly) about ...
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