Game Development Reference
In-Depth Information
Figure 4.1
Ballantine Room 209.
Zones
These desk chairs were perfect because of the need for something I
ve already
mentioned flexibility. When the class was divided into guilds, the chairs could be
rearranged into several
'
separated by a few feet to divide the guilds. The
zones, distinct areas within a game with their own ecosystems and challenges,
were named after key words in game design.
Here are the zones:
“
zones
�
n Ocean of Immersion. Immersion, or concentrating the attention on an
activity such as a game, is an essential key to drawing the player into the
world of the game.
n Empathy Acres. Empathy, the ability to figuratively put yourself in
someone else
s shoes, is important, if you want your players to feel emo-
tion for the characters in a game.
n Feedback Farms. Players demand immediate feedback, the response a
game returns to their input. This is why guns seem to work so much bet-
ter in games than diplomacy.
'
Search WWH ::




Custom Search