The colors of game design

<p>In the past 10 years working with, teaching and consulting on game design, I&rsquo;ve seen, time and again, teams struggle with some basic aspect of their games&rsquo; working.</p> <p>Sometimes it&rsquo;s a cool theme that doesn&rsquo;t deliver on gameplay, or a fun core mechanic that doesn&rsquo;t develop as the game progresses. Others it&rsquo;s a good core loop that doesn&rsquo;t feel purposeful, or a single interaction that feels out of place. It often seems like game design is too fleeting and volatile to be fully grasped and put to good work. One team&rsquo;s strength is another&rsquo;s fault, and there&rsquo;s an overall sense of &ldquo;mechanics&rdquo; being the sole matter of the craft: something isn&rsquo;t working? We&rsquo;ve got to put in a new mechanic.</p> <p>For this article, I&rsquo;d like to share a framework I&rsquo;ve been developing and using with these teams, based on, and along with, essential materials such as the&nbsp;<a href="https://www.wikiwand.com/en/MDA_framework" rel="noopener ugc nofollow" target="_blank">MDA</a>,&nbsp;<a href="http://www.xeodesign.com/research/" rel="noopener ugc nofollow" target="_blank">4 Keys 2 Fun</a>&nbsp;and&nbsp;<a href="https://quanticfoundry.com/#motivation-model" rel="noopener ugc nofollow" target="_blank">Gamer Motivation Model</a>&nbsp;frameworks. I hope this can be of use both for aspiring developers and experienced ones that feel like the dots aren&rsquo;t connecting, as well as indie teams that don&rsquo;t have a dedicated game designer but sense that they should delve deeper into it.</p> <p><a href="https://uxdesign.cc/colors-of-game-design-9413d81e93a"><strong>Read More</strong></a></p>
Tags: Game Design