Wednesday, March 30, 2011

Gameplay -- Design Criteria

Clarity
  • Are the game's rules clearly communicated to the player?
  • Are the game objectives clear?
  • Are incentives clear?
  • Are the risks/dangers clear/understood?
  • How does the game read? (i.e. If someone takes a screenshot at any point in the game, could someone discypher incentives/objectives/risks/dangers?)
  • What are the game's "Metaphors"? (How do things in this game map to "real life")
  • Is the game consistent? (does it use the visuals, audio, feedback in a consistent way throughout the game?)
  • How easy to "pick up and play"? (does the action on screen map intuitively to the controls?)
  • How does the game provide feedback (Visual/Audio/Tactile cues) where appropriate.
  • If a person plays, then takes a break (for a few weeks) can they come back to the game and understand clearly what the objectives are, regardless of how far into the game they are?

Challenge Play
  • How does the game challenge players?
  • What behaviors does the game encourage?
  • What behaviors does the game discourage?
  • What facilities does the player need to achieve mastery?

Longevity
  • What incentives are there for players to achieve mastery?
  • What makes the game easy to understand and hard to master? (i.e. you want to make a "Simple" (to understand) game that is not necessarily "Easy" (to execute))
  • How does the game "surprise" players?
  • What incentives are there for the person to keep playing (after the initial novelty wears off?)
  • What makes the repetition "Special"?
Expediency
  • How long does it take between someone realizing they want to play to be actually playing the game? (How long does it take to load and start playing?)
  • Drop in - Drop out?
Audience

  • Who is the target audience for this game? (What age group, gender, interest group, etc.)
  • How does this game appeal to the audience?

Barriers
  • What barriers exist that keep people from playing the game (i.e. they have to own a console, they have to have internet connection, they have to be familiar with the control paradigm)

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