Home Up

Current Rules Master List
Current Rules Master List GD1 Short Term Goals GD2 Parallel Challenges

 

 

THE 400 PROJECT RULE LIST    
         © 2006 Hal Barwood & Noah Falstein  All Rights Reserved  version GDC06 032306    
ID Imperative Statement Explanation in 250 words or less Domain Contributors
1 Fight Player Fatigue Games are a challenge, and playing takes effort — actively work to keep the player involved, and make sure the appeal of your game always exceeds its difficulty.  (The Flow idea, where the designer neatly guides players between boredom & frustration, is a subset of this rule.) Basic, Variety, Flow Hal Barwood
2 Maximize Expressive Potential Get the most out of your (always limited) material -- either find ways to exploit an element of your game, or cut it out Simplicity Hal Barwood
3 Maintain Level of Abstraction Immersion is easily disturbed -- don't make the player re-calibrate his "suspension of disbelief" and lose touch with your game Psych Hal Barwood
4 Concretize Ideas All your game ideas must find a concrete expression in playable elements   Hal Barwood
5 Make Subgames Players want to participate in the course they take through your game -- so give them plenty of opportunities to voluntarily take up ancillary challenges Basic Hal Barwood
6 Provide Clear Short-Term Goals Always make it clear to the player what their short-term objectives are.  This can be done explicitly by telling them directly, or implicitly by leading them towards those goals through environmental cues.  This avoids the frustration of uncertainty and gives players confidence that they are making forward progress. Basic Noah Falstein, others
7 Let the Player Turn the Game Off A player should be able to save and exit the game at any point, losing at most a few seconds of progress as a result.  Our objective as designers is to entertain, not punish – and many games force players to play for extra minutes, even hours, until they can reach a “save game point”, forcing them to recapitulate those minutes if they quit prematurely, in frustrating repetition of now-familiar events.  It’s a commercially important rule, akin to the old adage, “the customer is always right”.  Players have been known to give up on games that did not follow this rule, and even return them. Single Player Games (?) Noah Falstein, Dale Geist
8 Identify Constraints The first step in any design should be to identify the critical constraints on that design – what must be done, what should be done, and what cannot be done.  Specific areas of constraints can include creative constraints (required game genre or sequel to existing game, the designer’s previous experience), technical (the need to use a specific engine or work within the capabilities of a specific programming team), business/sales/marketing (budget, hard delivery date, license), and personalities (boss’s preferences, lead artist’s love of anime, producer’s fixation on Monty Python, etc.)  Often, the biggest constraint is budget – all games have to justify how much can be spent on them, and usually the vision exceeds the funds. Meta, Production Noah Falstein
9 Detailed Design Docs for Novice Teams Design documents should be detailed in inverse proportion to the skill of the team and their familiarity with the genre. Meta, Production Noah Falstein
10 Maintain Suspension of Disbelief In any game which uses or relies on narrative content, the player should be encouraged to suspend their disbelief and become imaginatively involved in the work.  Once so engaged, the player should be protected from other elements which might shatter their imaginative experience. Meta, Story Mark Barrett, others
11 Emphasize Exploration and Discovery Players like to figure out the territory of your game — it's a basic human impulse to investigate the unknown — so let 'em do it. Basic Noah Falstein
12 Provide Parallel Challenges with Mutual Assistance When presenting the player with a challenge – a monster to kill, a puzzle to solve, a city to capture – provide several such challenges and set it up so accomplishing one challenge makes it a little easier to accomplish the others (that’s the mutual assistance component).  It is also effective to set up these parallel challenges on many levels of scale of the game, from the ultimate goal down to the small short-term steps.  This eliminates bottlenecks and makes the game accessible to a wider range of players.  Ideally the different challenges use different domains of player skills, e.g. strategy and action. Meta, Balance Noah Falstein
13 Turn Constants into Variables Create variety without overburdening the game system by identifiying constant values or other system elements and turning them into variables.  For example, taking a constant rate of damage and making objects or spells that change it, or taking a constant rate of fire and creating weapons that fire more or less rapidly. Basic, but best applied late in design process Jurie Horneman
14 Differentiate Interactivity from Non-Interactivity Always make it clear to the player when they are expected to shift from interactive to passive (e.g. cut scenes) and back.  Switching to wide-screen mode is often used for passive scenes.  But it is best to use multiple sensory cues, e.g. shape, color, and sound so the player is never left in doubt. Meta, Psych  
15 Localize Narrative with a Two Step Process While the goal may be to find one individual who can localize text and other story elements, it should be remembered that this individual will still be doing two tasks. The first task is the translation of the current elements into the language of the country into which the product is being localizes. The second task is infusing the result with the mood and drama of the original, which has almost certainly been lost in translation. Production, Localization, Story Mark Barrett
16 Distribute Game Assets Asymmetrically When there are objects or experiences the player can encounter in a game, place them asymmetrically, both spatially in the sense of clumping some together and spreading others thinly, and temporally in the sense of having some be common, some uncommon, and some rare over time. Of course, particularly useful or powerful items are good candidates to be the rarest. Basic Teut Weidemann, Noah Falstein
17 Begin at the Middle When you are setting about to develop a game, rather than starting with the first level or initial scene of a game, pick a representative point near the middle and start there.  The best order to develop a game is middle, beginning, then end.  (cf. book, The Illusion of Life, wherein Disney's similar method of ordering scenes into production for animated films is discussed) Meta Noah Falstein
18 Balance Units Starting with the Middle of the Pack When balancing a variety of characteristics, abilities, or powers of individual units (e.g. Pokemon creatures, RTS military units, or RPG characters), begin with a unit that has near-median statistics, instead of starting with the weakest/strongest/fastest or other extremes. Development, Balance Noah Falstein, others
19 Make the Game Fun for the Player, not the Designer or Computer This may seem obvious, but often game designers forget that it is the player who is the final audience.  It’s hard enough to make a game fun for the player – in fact, that’s what most of the craft of game design is about – but it’s even harder when you lose sight of your audience. Basic, Psych Sid Meier
20 Make the Effects of the AI Visible to the Player It can be tempting to model subtle choices in your AI, but unless the final results are clear to the player, you may well be wasting your time.  One way to do this is to choose to model clearly visible choices – a possible Sims mate can touch your character’s arm and laugh, or turn a cold shoulder.  Or to flip that around, you can alert the player directly when a subtle choice is made – for instance when an enemy sniper is responding to a player’s choice to run straight ahead instead of crawling stealthily around the flank, an audio cue like “Look, there he is!” lets the player know the AI is on to them. Basic, Psych, Simplicity, Feedback Noah Falstein
21 Use Real-World Formulas and Minimize Cheating with Simulations Avoiding early shortcuts often saves time in the long run.  It can be tempting to cut corners with canned animation or table-driven behaviors, but use real formulas to simulate real-world consequences and you’ll find that later expansions to the AI that also stick with actual physics can fit in seamlessly.  For instance in a racing game it may be tempting to have an AI car jump a gap with a preprogrammed animation, but if an opponent’s race car is subject to the same constraints as a player’s car when jumping a gap the level designers can add new jumps or adjust old ones without having to go back and change all the previous enemy behaviors. Games that simulate real-world systems, Simplicity, Balance Noah Falstein
22 Add a Small Amount of Randomness to AI Calculations A little randomness can make a dumb AI look very smart.  If an enemy responds exactly the same every time, they’ll feel robotic and predictable.  But just 5% variation can shock a player out of complacency and make an opponent seem alive.  Sometimes the easiest way is to add plus or minus a few percent to a basic calculation of distance or direction.  This is particularly effective for animal behavior. Basic, Variety, Psych Noah Falstein
23 Create AI in the Mind of the Player The ideal AI implementation is not actual intelligent behavior but the illusion of intelligent behavior.  Much like Sun Tzu’s precept in The Art of War that the best way to win a battle is to make fighting unnecessary, the best way to provide AI is to let the players imagine it with no coding necessary.  Simply implying that special behavior might occur can plant it in your player’s imagination.  Call an enemy unit “elite” and give it a special color and players will treat it differently, crediting it with superior abilities.   Psych Noah Falstein
24 Don’t Penalize the Player It’s often tempting to design a penalty for the player to emphasize failure at a task or to discourage the player from attempting to do something in the game you don’t like.  But “failing” and “being discouraged” just aren’t fun.  There’s always a way to turn it around and reward the player for success, or encourage them to do what you want. Meta Noah Falstein
25 Provide an Enticing Long Term Goal Many (but not all) games benefit by having an ultimate goal that is made clear to the player fairly early on.  Making this goal enticing is one way to pull the player into the game world and encourage passion. Basic, but most important for Narrative-based games  
26 Make the First Player Action Painfully Obvious The first thing a player can do in a game should be painfully obvious.  Even if you are sure that everyone will understand what to do, go out of your way to make it easy to do.  Don't make someone click on a doorknob, make the whole door active - or better yet, have it standing open with a flashing sign saying "Enter". Psych Noah Falstein
27 Keep the Interface Consistent (many trumps of this one) Make the player learn as little as possible to control your game — if you have several avatars and/or vehicles available, try to make them all work the same way. Psych  
28 Be Consistent in Feedback to the Player One of the stronger "consistency" rules, it is best to remain consistent when giving feedback to the player because variation merely for the sake of relieving boredom is particularly likely to result in frustration when the player reads intent that is not present.  For example, the old Adventure Game classic "I can't do that" - "I can't do that here" implies there is a place where it can be done, and "I can't do that yet" implies there is a time where it will be possilble. Basic, Feedback  
29 Implement the Hardest Part of the Game First Resist the temptation to start implementing the best-understood parts of the design first - by starting with the hardest parts you force yourself (and the team) to test and possibly change difficult design decisions that may in turn affect the rest of the game development process. Production Noah Falstein
30 Provide a Consistent Single Vision for the Game It is vital from the beginning of design to make sure that there is one consistent single vision of the user's experience as he or she plays the game.  It is most often a problem with shared design responsibility, but even a single designer can make the mistake of being inconsistent in vision.  The vision can change during development, but everyone must know and be informed of the change immediately. Production, Meta Noah Falstein
31 Use Common Sense When Applying Rules The Uber-trump.  Any rule, carried to extremes, can become non-functional.  It's impossible to consider every possible situation when drafting rules and identifying trumps, so don't follow any rule blindly. Basic, Meta Noah Falstein
32 Ask "What does the user do?" One of the most basic rules, a designer must always stay focused on the choices and actions available to the user.  Games must be fundamentally about interactivity, and interactivity is fundamentally about the choices the player makes. Basic Chris Crawford
33 Begin Each Project with a One-Page Specification of the Gameplay A good general-case rule for the early design phase, but trumpable by alternative methods.  This is one way to ensure the team (or an individual designer) follows the "Provide a Consistent Single Vision" rule. Production Chris Crawford
34 Emphasize Micromanagement for German Speakers This rule is an instance of a more general rule to "consider national sensibilities" Games for Germany and Austria Noah Falstein
35 Address Needs of Instructors, Teachers, and Trainers Make sure a serious game is easily usable by teachers - provide ways to assess learning and make the game customizable to specific curriculums. Serious Games, Meta Ben Sawyer
36 Make Even Serious Games Fun Don't let pedagogical content "suck the fun out" of a game. Serious Games Prensky
37 Design to the Medium's Strengths Instead of Struggling with its Limitations With an untested medium or new platform, consider what it does well and focus on that, rather than trying to shoehorn in concepts from a previous medium.  But see Judo Rule: "Turn Your Limitations into Strengths". Mobile Games (or other new platforms?) Greg Costikyan
38 Design to Fit the Revenue Stream The "Show Me the Money" rule - similar to the previous rule, but focusing on specific revenue streams.  For example if an MMORPG has a monthly subscription, design to maximize "stickiness", but if it is free and gets revenue from buying special items, design to maximize the desire to use those items. Production (several - column 26)
39 Vary Rate of Difficulty Increase within the Flow Channel A specific rule addressing "Fight Player Fatigue".  Over the course of time a game should increase in difficulty in rough proportion to the player's increasing expertise - but that rate should vary like a sine wave (or think of it as vibratto) to provide peaks and valleys of increasing difficulty. Meta, Variety Noah Falstein
40 Use Camera Position to Elicit Emotional Involvement A rule from the film/TV industry, the position of the camera will convey emotional content, and game designers must take this into account. Depict Physical Surroundings, Psych Hal Barwood, Noah Falstein
41 Every Person and Idea has Equal Worth A "Training Wheels" rule for beginning brainstormers, this rule encourages people to contribute "wild" ideas.   Brainstorming for Beginners  
42 Critique Ideas, Not People Focus discussion on ideas, not the people who propose them. Brainstorming  
43 No Bosses in Brainstorming Sessions Another "Training Wheels" rule meant to encourage participation from the timid.  Even as an observer a boss can elicit sub-optimal brainstorming, causing some to withhold ideas, and others to emphasize ideas for purpose of brown-nosing only. Brainstorming for Beginners  
44 Challenge Assumptions "Everyone Knows That" is not a valid proof. Brainstorming  
45 Alternate Discussion Between Theme (Story) and Game Mechanics When a brainstorming discussion stalls while talking about a theme/story, try switching for a while to talking about the gameplay mechanisms, and vice versa. Brainstorming Noah Falstein
46 Raise the Emotional Stakes to Maximize Player Involvement A meta-rule with many more specific examples, this should be the underlying rule behind many design decisions about story, characters, and theme, as well as choices of gameplay Meta, Story Noah Falstein
47 Game Play Comes First A more specific version of "Make it Fun" - more important to emphasize game play than other elements, like story, special effects, or fidelity to license. Basic, Meta  
48 Provide for Friend or Virtual Leader to Demo Gameplay Many girls and women generally prefer to learn games by example or observing someone else play for the first time, and many males prefer to learn by having a chance to simply try out every interface and gameplay mechanism safely without external direction. Games for Girls Sheri Graner Ray
49 Provide Indirect Competition Many girls prefer to compete indirectly instead of head to head.  Providing for gameplay mechanisms that allow competition without a pure winner/loser split can increase the appeal to women. Games for Girls Sheri Graner Ray
50 Simple as Possible "Everything should be as simple as possible, but no simpler" - find ways to simplify any game element or system of game elements, but only to the point where further simplification takes away more interest than it compensates for with clarity.  The master simplicity rule Simplicity Albert Einstein
51 Make the Interface "Desperately Simple" When trying to reach a wide audience, the simpler the interface the better.  (Juan Gril's related rule for casual games is even more strict — only require one input for any given action) Games for Non-Gamers, Casual Games, Simplicity Brian Moriarty
52 Make Your Game Familiar, Yet Different Another "Make it Fun" specific rule.  All successful games have a mix of some familiar elements and some fresh or unique variations.  Often the big hits use familiar gameplay but vary the story/theme, or vice versa - doing both at once tends to lose audience share. Basic, Variety Noah Falstein
53 Use Negative Feedback to Balance Game Difficulty and Player Skill Employ multiple mechansims of diminishing returns in a game to limit geometric growth of player power and success (strongly trumped by "Make the Game Appear Fair to the Player") Meta, Balance Noah Falstein
54 Make Rewards Proportional to the Difficulty of the Task Required to Earn Them (Another Flow Channel rule, trumped mildly by the Vary Rate of Difficulty Increase) Meta, Balance Noah Falstein, Raph Koster
55 Make the Game Appear Fair to the Player Computer-controlled opponents should not appear to be taking advantage of information that would not be available to a human in the same position.  In multiplayer games, opponents should not have advantages based on their hardware or bandwidth.  See also "Don't Penalize the Player" Psych Noah Falstein
56 Make Learning the Educational Content Optional but Integral to the Enjoyment One very successful way to teach with gameplay is to allow the player to progress through a game without learning anything at all of the intended educational content - but to maximize gameplay enjoyment when the player does learn that content, and make it accessible within the game world.  Carmen SanDiego and Civilization follow this rule. Serious Games (Stealth Education Rule), Psych Noah Falstein
57 Make Challenges Vary in More than Degree Another "Player Fatigue" rule, add variety in challenges other than simple straight-line increase.  Don't pick a single variable like number of enemies and simply keep increasing it.  Letting several different variables interact is a good method (see Create Emergent Complexity). Variety Dan Arey
58 Don't Make Your Objective Your Primary Threat If you are tasked with defeating a head Ogre, don't make all the opposition along the way solely smaller ogres. Variety Brian Upton
59 Make the Player Feel Smart Provide avenues for the player to feel clever, and conversely avoid situations that will make the player feel stupid. Psych, Feedback Noah Falstein, Zeb Cook, Gordon Walton
60 Provide Multiple Solutions to Challenges Avoid bottlenecks and boredom by providing different ways to achieve goals, preferably using different types of skills, like fast-action and strategy, or hack and slash versus magic. Variety Warren Spector, Raph Koster
61 Players Should See Their Goal Before They Achieve It The "No Backward Puzzles" rule.  The satisfaction of achieving a goal is magnified when the goal has been clear (and/or literally visible) for some time.  Solving a puzzle or surmounting an obstacle without even knowing you were doing it, or without knowing why, robs the player of satisfaction. Psych Warren Spector, Ron Gilbert
62 Make Challenges Require Skill Unless, of course, you're building a gambling game...   Raph Koster
63 Tune for Players at the Center of the Skill Curve The core gameplay should be aimed at "average" players - it is OK to incorporate mechanisms to deal with novices and experts, but don't shift the overall game to cater to them.  (Possible trumps: Casual Games, Narrow-audience sequels) Production Gordon Walton
64 Make the Hunter Become the Hunted Provide opportunites to switch roles and have the player alternate between being predator and prey, even sometimes simultaneously.  (Related to the idea in dramatic writing of "reversal of fortune") Meta, Psych Noah Falstein
65 Do, Don't Show It is better to show action or drama being enacted than tell the player about it in exposition, but it's even better to let the player experience that action or drama interactively instead of showing it. Meta Noah Falstein
66 Emphasize Acquisition, Cater to Greed A companion to "Emphasize Exploration", players enjoy the process of acquiring more, bigger, better collections of things - "Gotta catch 'em all".  Let the player become rich, powerful, capable. Basic Geoff Zatkin
67 Provide Outward and Visible Signs of Accomplishment It is a powerful incentive for players to see visible signs of accomplishment, changing the appearance of their avatar/units, displaying special advantages visibly and not just in underlying statistics.  In multiplayer games these signs should also be visible to other players. Psych, Feedback Patricia Pizer
68 Make Failures Spectacular, Varied, and Cool (Another somewhat weak rule, trumped by various design and production considerations, but clearly part of the entertainment process — valid when all players must be entertained, even those that fail, as in an arcade environment, but not necessarily otherwise — conflicts with the rule against spending effort to reward failure) Psych, Feedback Paul Schuytema
69 Provide a Reaction to Every Player Action Ideally, every action a player can take should have some sort of feedback, visual, audible, or both. Psych, Feedback Bob Bates
70 Provide Visual Weenies to Draw Player As Disney does in theme parks, provide distant but visible enticing objects - a weenie - to lead player on through the environment.  Movie term derives from use of hot dogs to wrangle animals on a set Level Design Eri Izawa
71 Things that Look Alike Should Behave Alike Another consistency rule, with many trumps but a good one to follow in the absence of any obvious trumps. Simplicity, Feedback Brian Upton
72 Emotional Value Must Exceed Load Time In other words, the only time where a long load time is justified is when the emotional payoff is proportionately large. Psych Mark Terrano
73 If You See It, You Should Hear It Provide audio for as many visible environments, objects, and actions as possible. Feedback Jesse Schell
74 Sound Can Lead a Transition Often used in film, one can hear a new environment or character before they actually appear on screen.  (Standard movie rule too) Psych Rich Vogel
75 Set Up Expectations About How Game Works Then Reinforce Them Overlaps with "Gain the Player's Trust and Keep It" Psych, Consistency Geoff Zatkin
76 Design Levels to Conceal Camera Flaws Conversely, avoid level designs that show off flaws in the camera algorithms, e.g. narrow passageways, or ledges that a character must jump from perpendicular to the wall. Level Design in 3D Games Mark Terrano
77 Leave Player Wanting More as distinguished from many games, which, by the time they're finished, leave player wanting less Psych Eri Izawa
78 Ruthlessly Minimize Clicks   Simplicity Patricia Pizer, Bob Bates
79 Preserve Cause and Effect (minimize inputs) Probably identical to "Make Consequences of Actions Predictable"   Brian Upton
80 Play the Game Every Day That means you, the designer, not your test team... Meta, Development Paul Stephanouk
81 Imply More Depth Than is There Good impulse, but vague Psych Mark Terrano
82 Provide Hollywood Timing For many actions that have to be accomplished within a limited but flexible amount of time, use this simple rule: worst 5% of times = failure (try again), best 5% = special success with reward, 90% of time player appears to finish "Just in the nick of time!" Psych Noah Falstein
83 Design Levels with Backstory Have Backstory (story elements known to designer but not presented directly to player) to inform the design of levels, even (especially) if the player never learns of this directly.  (e.g. Watermelon in hydraulic press in Buckaroo Bonzai.) Story Brian Upton
84 Gain Player's Trust and Keep It Let the player understand how your design works and allow him/her to exploit that knowledge Psych, Consistency Jurie Horneman
85 Let Players' Actions Leave Lasting Effects The game world will feel more real if the player's actions leave lasting effects, for instance damage remains until patched or repaired, and good and bad deeds result correspondingly in lasting gratitude or resentment. Meta, Feedback Dave Perry
86 Differentiate Between Game Design and Experience Design (Not sure I know what this means - NF) Meta Raph Koster
87 Make the Player Feel Special and Powerful A companion to "Make the Player Feel Smart" Psych Bruce Harlick
88 Recognition is Movement, Silhouette, Color, Contrast, Texture and Sound in that order. Results of Microsoft research on how players recognize objects/units/installations on the screen. Meta, Psych Mark Terrano
89 Emphasize Dramatic Reveals Build emotional impact with dramatic discovery of new areas, characters, story and plot points Psych Brian Upton
90 Respect Each Game Element Equally Don't give any game element short shrift - they all contribute to the impact of the game, even though time spent on each will vary.   Lee Sheldon
91 Account for the 10% (color blindness, hearing loss, left handed) Don't forget minority (but significant) audiences.   Patricia Pizer
92 Trim the Fat Ruthlessly trim away any parts of the game or story that do not directly contribute to the player's enjoyment, and omit extraneous elements. Meta, Simplicity, Story Corey Cole, David Hewitt
93 Use Interest Curve to Identify Dead Spots Graphing the player's interest over the course of gameplay can help spot problem areas. Meta Jesse Schell
94 Write Player Narrative to Identify Problems In the early design phases, one way to find problems ahead of time is to write a narrative from the player's point of view, describing the gameplay and the experience of playing. Meta Marc Cerny
95 Build Customizable Scoring Systems Although generally helpful, it is particularly critical in Serious Games to allow the player (or an instructor) to customize score in order to emphasize specific teaching goals. Serious Games Ben Sawyer
96 Make Consequences of Actions Predictable Give the player a sense of cause and effect, don't incorporate so many variables that a player cannot figure out the consequence of a given action. Meta, Psych Bernd Kreimeier
97 Avoid Dominant Strategies that Trivialize Player Choice Tune the game so that the player is not led into one strategy all the time (when more than one is provided). Meta, Balance Bernd Kreimeier
98 Design Concentric Spaces Let the player return to earlier spaces and environments as a stronger, more capable character. Psych, Development Noah Falstein
99 Provide a Framework for Social Interaction Good impulse, but vague Multiplayer Games Mike Stackpole
100 Give Player a Way to Measure Progress and Clear Indication of How to Become Better (need a way to phrase this more succinctly - See Jim Gee's book) Feedback Mike Stackpole
101 Put the Money On the Screen Don't invest design time (and development dollars) on features the player is never likely to directly perceive. Production Noah Falstein
102 Create Emergent Complexity Use the interaction of several simple mechansims to create complex behavior or challenge, rather than artificially adding complexity "by hand" to a single challenge. Basic Noah Falstein
103 Make Common Actions Easiest to Perform An interface rule - the more frequently a player has to do an action, the simpler it should be to perform. Simplicity Tyson McCann
104 Turn Your Limitations into Strengths When you find yourself constrained by a difficult circumstance or combination of limitations in design, look for a solution that turns those very limitations into a fun solution.  Try to make the limitations work in your favor, not against you. The Judo Rule.  (Closely related to #37) Meta Noah Falstein
105 Provide Both Safe and Dangerous Areas When moving through an environment, especially quickly, provide both areas you must pass _and_ areas you must avoid Variety Steve Meretzky
106 Have Fun in the First Minute In casual games it is critical to make sure the player is having fun right away.  If the game is an expensive, boxed game then this rule is not as critical (although still good to follow). Casual Games Steve Meretzky
107 Cite All Rules in Three Sentences You should be able to explain all the rules to a casual game in three sentences. Casual Games Steve Meretzky
108 Provide Score Feedback In a game where score is important, provide direct audio and visual feedback every time the score changes - like a sound and floating numbers. Feedback Steve Meretzky
109 Multiple Abilities for Challenges Make it possible (and at higher levels, mandatory) for the player to bring multiple abilities to bear on a challenge.  Closely related to "Provide Multiple Solutions to Challenges" Meta, Variety Raph Koster, Jim Gee
110 Incorporate Tutorial into Gameplay Integrate instruction into the game progression instead of standalone tutorials (but many trumping conditions here). Meta Hal Barwood
111 Show Character Through Action In a narrative story, character is who someone is, but in interactive player character is defined by what someone can (and does) do. Meta, Story, Feedback Hal Barwood
112 Personify Villany Specific characters are better than faceless masses, and active opposition is better than passive obstacles. Meta, Story Hal Barwood

 

Send mail to webmaster@theinspiracy.com with questions or comments about this web site.
Last modified: March 18, 2006