I saw this post on Reddit.
At Game Developers Conference 2016 there was a great presentation from a veteran game designer (won't name them as it's off-topic, but they've worked on a globally successful game franchise for the last 20 years) about some of the lessons they've learned in the process.
Some of the titles speak for themselves, for others you'll need to watch the video or read the three part article to see the point being made.
Which of these do you think Frontier is doing well with Elite Dangerous, and which do you think they need to work on?
At Game Developers Conference 2016 there was a great presentation from a veteran game designer (won't name them as it's off-topic, but they've worked on a globally successful game franchise for the last 20 years) about some of the lessons they've learned in the process.
Some of the titles speak for themselves, for others you'll need to watch the video or read the three part article to see the point being made.
Which of these do you think Frontier is doing well with Elite Dangerous, and which do you think they need to work on?
- Fighting against human nature is a losing battle
- Aesthetics matter
- Resonance is important
- Make use of piggybacking
- Don't confuse "interesting" with "fun"
- Understand what emotion your game is trying to evoke
- Allow the players the ability to make the game personal
- The details are where the players fall in love with your game
- Allow your players to have a sense of ownership
- Leave room for the player to explore
- If everyone likes your game but no one loves it, it will fail
- Don't design to prove you can do something
- Make the fun part also the correct strategy to win
- Don't be afraid to be blunt
- Design the component for its intended audience
- Be more afraid of boring your players than challenging them
- You don't have to change much to change everything
- Restrictions breed creativity
- Your audience is good at recognizing problems and bad at solving them
- All the lessons connect