Gaming in Fits and Starts
Now that you know what Winning and Losing are, actually, correctly, and for reals, I can tell you how gameplay is both continuous and discrete and what the Quest Structure really, truly is.
Now that you know what Winning and Losing are, actually, correctly, and for reals, I can tell you how gameplay is both continuous and discrete and what the Quest Structure really, truly is.
Last time, I told all y’all you need a more complete, more nuanced understanding of the concepts of Winning and Losing. This time, I’ll give you that understanding. Because I’m awesome.
It’s time to start a whole new True Scenario Designery module. This one’s not about Winning and Losing, but that’s where we’re starting, and boy is that a messy place to start.
Let’s take a moment here to consider, again, why we’re doing this whole True Scenario Designery thing. Because, listen maties, there be rough waters ahead.
Let’s see if I can’t help tie together the last three lessons of random, conceptual, game design bullshit by showing you how a True Scenario Designer comes up with a Design Statement.
In this last of three parts, I wrap up my introduction to basic, conceptual game design. Now, maybe we can move on to actually designing a Scenario or something. That is if you dunderheads actually grok this crap.
It’s time for the second in this three-part whirlwind tour of what True Scenario Designers know about what makes games games. And this really is all about what makes games games.
It’s time for the first of three hodgepodges of game design concepts that together make a sort-of foundation for this whole True Scenario Design thing.
The Scenario Design cat is out of the bag and clawing up the furniture. Which means it’s time for a real True Scenario Designery introduction. And this is it.
I’ve made a terrible decision. But I can’t tell you what it is until I defend my stance on worlds that level with the characters and get you to sing the game design anthem with me.