I wonder how much does IMC know about this when developing game “mechanic”.
- 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
Ref:
- https://youtu.be/QHHg99hwQGY
- http://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30
- http://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-2-2016-06-06
- http://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-3-2016-06-13
