anyway.



thread: 2011-06-07 : Concentric Game Design

On 2011-06-07, Emily wrote:

Dread House also works that way very intentionally. Since it's intended for adults and kids together, there are certain rules which are the core experience of the game, while others give more complexity. So, like the Muppet show, there is something there at each level of understanding to engage with.

This layering aspect of AW seems more like the details and complexities that develop around a core mechanic. I'm Still haven't read that part, yet I keep using the term. Okay here's a quote:

"A game's core mechanic contains the experiential building blocks of player interactivity. It represents the essential moment-to-moment activity of players, something that is repeated over and over again during a game. During a game, core mechanics create patterns of behaviour, which manifest as experience for players." (p. 317, Salen & Zimmerman)

That implies that it's not only the rules they refer to, but the use of them. But their examples are similar.



 

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