onsdag 25 september 2013

Bollspel, game design part 3

Today has so far been filled with thinking about keeping the player in the "flow channel" (discussed here, among other places). After Thomas' observations of his girlfriend playing we can conclude that the player behavior is (of course, as always!) different from what we had expected. So how do we design more levels, which bit by bit should raise the difficulty level, while at the same time allowing for a number of different play styles?
Expect a follow-up later this afternoon / tomorrow.

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