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A commit to save my soul as I'm going to fuck up things a bit...
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work_files/GameDesign/GAME_DESIGN_PRINCIPLE.md
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(Warning — this article refers Extra Credits bit too much...)
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## CHALLENGING, NOT PUNISHING
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https://www.youtube.com/watch?v=ea6UuRTjkKs
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1. CONSISTENT RULES
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- No arbitrary unstoppable death
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2. Player's skill involved
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- Can play around, not restart
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3. Usability of in-game tools
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- Players should be able to 'regret' their strategy and adjust.
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4. Comfortable control
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5. Make players overcome the challenge, not defeating them
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6. Let players have "aha" moment when they failed.
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- Make them hungry to retry with new strategies.
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- Some small things they've could done differently
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- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
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## MORE DEPTH, LESS COMPLEXITY
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https://www.youtube.com/watch?v=jVL4st0blGU
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1. Memorise less!
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- Less burden to, even starting the game
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- Start with gentle learning curve, getting slowly steep
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- Intuitive UX (UI, control, ...)
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- Good tutorial = lessens complexity
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2. Intuitive!
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3. Calculations per second
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- reduce!
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4. Players have to know everything to even begin the play ### FAIL (irreducible complexity)
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- Make them get familiar with rules of the game
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- Dwarf Fortress failed this!
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## Lots of things players can play with (aka don't make them bored)
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- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
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- Not scaled; easy combat, tough combat, tedious combat, etc.
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## Achieving perfect imbalance
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https://www.youtube.com/watch?v=e31OSVZF77w
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- Make sure no matter how you skilled, your playable character cannot be good at everything
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- Give players __wide pool of options__ to solve problem
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(kill the boss, defend their adobe, fast transportation, etc.)
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**_What feeling do you want to convey?_**
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## Always think WHY you want to add _something_ on the game
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- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
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See also: *HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS*
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