<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Secrets of the Game Designers --> <!--X-From-R13: f001tzhNabin.jevtug.rqh --> <!--X-Date: Wed, 5 Aug 1998 09:51:57 -0700 --> <!--X-Message-Id: Pine.PMDF.3.95.980805124525.541283192A-100000#nova,wright.edu --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Secrets of the Game Designers</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:s001gmu#nova,wright.edu"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00493.html">Previous</a> | <a href="msg00495.html">Next</a> ] Thread: [ <a href="msg01018.html">Previous</a> | <a href="msg00493.html">Next</a> ] Index: [ <A HREF="author.html#00494">Author</A> | <A HREF="#00494">Date</A> | <A HREF="thread.html#00494">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Secrets of the Game Designers</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Secrets of the Game Designers</LI> <LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI> <LI><em>Date</em>: Wed, 05 Aug 1998 12:48:26 -0400 (EDT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Found this at Gamespot: <A HREF="http://headline.gamespot.com/news/98_08/04_wizards/index.html">http://headline.gamespot.com/news/98_08/04_wizards/index.html</A> ---<cut>--- Secrets of the Game Designers MILWAUKEE - Although many of the sessions involved "deep background" revelations of upcoming and unannounced deals - and some sessions went over old territory - the Game Designer's Conference 1 (GDC1) featured an extremely interesting impromptu session on "What Makes a Good Game?" GDC1 is a pre-GenCon Gaming Convention event that hosts board game, role-playing, and computer game designers on an invitation-only basis for think-tank/brainstorming sessions. Most material will not be published, but Monday's impromptu session certainly makes for interesting observation. Consider, what do the following designers have in common: Richard Garfield of Magic: The Gathering (the revolutionary collectible card game); Jeff Grubb, one of the designers of TSR's Forgotten Realms world and Marvel Super-Heroes role-playing game; Lester Smith, designer of the Dark Conspiracy role-playing game; Michael Stackpole, author of the stories behind Wasteland, Bard's Tale III, and StarTrek: The Original Series computer games for Interplay; and Mike Fitzgerald, reviewer for Scrye magazine and designer of the Mystery Rummy: Jack the Ripper card game? Would their list of "What Makes a Good Game?" agree with yours? Test out your theory by reading this list (in no particular order) created by this brain trust, representing all types of gaming worlds and genres. What Makes a Good Game? 1. Lots of positive reinforcement to keep gamers playing. 2. A framework for social interaction. 3. A level of engagement beyond the norm. 4. Authentic decisions with reasonable data and consequences. 5. Clear sense of role and goal within the game context. 6. Vicarious thrills with suspended disbelief. 7. A replayable potential (the "What if?" factor). 8. A simple interface (non-intrusive on the PC/less clutter in physical games). 9. Enough options that the player always has a move to make. 10. A reasonable learning curve. 11. An environment/system worth an emotional investment. 12. Clean and clear rules. 13. An enjoyment quotient that is equal to the time investment. 14. Potential use of unlimited power (lots of skill or lots of dice). 15. Pacing that gives one a sense of improvement paced with challenge/place to savor accomplishment. 16. Tactilicity (stuff to grab and control - pieces in board games/miniatures, for example) 17. Heuristics - a sense of how one is doing and how to become better. 18. A quality of engendering stories about the game or bragging rights. 19. A sense of accomplishment and competence. By Johnny Wilson , Computer Gaming World ---<cut>--- -Greg </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00493.html">[MUD-Dev] Re: 3D World Models</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00495.html">[MUD-Dev] Re: Socket-Script: Socket-capabable script language and matching library</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01018.html">[MUD-Dev] Re: [IDEAS] Starting from scratch</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00493.html">[MUD-Dev] Re: 3D World Models</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00494"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00494"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: [IDEAS] Starting from scratch</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00532" HREF="msg00532.html">[MUD-Dev] Re: [IDEAS] Starting from scratch</A></strong>, Adam Wiggins <a href="mailto:adam#mail,angel.com">adam#mail,angel.com</a>, Thu 06 Aug 1998, 18:26 GMT </LI> </ul> <LI><strong><A NAME="00520" HREF="msg00520.html">[MUD-Dev] Re: [IDEAS] Starting from scratch</A></strong>, Ross Nicoll <a href="mailto:rnicoll#calmar-mud,com">rnicoll#calmar-mud,com</a>, Thu 06 Aug 1998, 15:20 GMT </LI> <LI><strong><A NAME="01010" HREF="msg01010.html">[MUD-Dev] Re: [IDEAS] Starting from scratch</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 11 Sep 1998, 02:34 GMT <UL> <LI><strong><A NAME="01018" HREF="msg01018.html">[MUD-Dev] Re: [IDEAS] Starting from scratch</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 11 Sep 1998, 18:34 GMT </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00494" HREF="msg00494.html">[MUD-Dev] Secrets of the Game Designers</A></strong>, s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 05 Aug 1998, 16:51 GMT <LI><strong><A NAME="00493" HREF="msg00493.html">[MUD-Dev] Re: 3D World Models</A></strong>, S. Patrick Gallaty <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Wed 05 Aug 1998, 16:12 GMT <LI><strong><A NAME="00489" HREF="msg00489.html">[MUD-Dev] Re: Socket-Script: Socket-capabable script language and matching library</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 05 Aug 1998, 13:29 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00490" HREF="msg00490.html">[MUD-Dev] Re: Socket-Script: Socket-capabable script language and matching library</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 05 Aug 1998, 13:33 GMT <UL> <LI><strong><A NAME="00491" HREF="msg00491.html">[MUD-Dev] Re: Socket-Script: Socket-capabable script language and matching library</A></strong>, Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Wed 05 Aug 1998, 15:05 GMT </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>