Game Development Reference
In-Depth Information
Figure 2-4. A to B high-score list
Rules of simplicity
A to B helped me learn a few valuable lessons for making a simple, yet compelling, game.
Focus on the core mechanics . By keeping A to B stripped down and transparent, the player is
able to participate directly with the core mechanics of the game. While I'm not saying that every
game should do this, it does prove a valuable lesson: the core mechanics are what ultimately
drive the game. In A to B, there is no story involved or other components to get distracted by. The
game's title even reflects this transparent nature of the mechanism. Despite the lack of substance
or depth, however, the game is still fun and played by many people. That is because as a
designer, I only worry about the game's mechanics. The object of the game is clear, and the
player's role is also clear: move the modifiers so that the ball hits them and gets to point B. By
focusing my attention on how that simple process would work, as well as continually tweaking
everything based on that idea, the game became a success.
Aesthetics are secondary . This is basically a sub-section of rule number one. Like the story, the
aesthetics are mostly fluff. Aesthetics can play a major role in the game, but I feel that it is
secondary. Aesthetics are what initially intrigue players; mechanics are what make them continue
playing. There is no doubt that aesthetic choices can have a major impact on the game, but they
are like a magic spell that eventually wears off. If the visuals and audio are amazing but the game
play is boring, a player will stop playing. The substance of the game is the mechanics, so don't
invest too much effort into the aesthetics unless it plays an integral role in the core of the game.
Be explicit with instructions . Since there are hundreds of thousands of games available, a player
won't give a game much of a chance to let it make its point. Therefore, it needs to be clear and
 
Search WWH ::




Custom Search