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Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.

15 votes

Creating meaningful and engaging quests

In order to design meaningful quests, the player must be able to do meaningful things. You must make the most of the design blocks that are available to you and give them meaning inside the context of …
Stéphane Bura's user avatar
6 votes

Methods for character design

I wholeheartedly recommend Better game characters by design: a psychological approach by Katherine Isbister http://books.google.com/books?id=TGBTzVj47ZcC It covers the whole design process, from cul …
Stéphane Bura's user avatar
3 votes

How do I elegantly teach players how to play?

I totally agree with BeanBag's answer. Some additional advice: Introduce at most one new mechanism / skill per level. Ideally spend a bit more time on each new skill, like exploring its complexity i …
Stéphane Bura's user avatar
2 votes
Accepted

Map progression

You could draw just one colored map and use the least significant bits of each RGB component to convey a state (part of a shrine, visited). Your brush would flip these bits according to the player's m …
Stéphane Bura's user avatar
1 vote

What are good questions for design interns?

I set poorly specified design tasks to see if they ask questions. Skills can be taught. Starting with the impression that you know the answer or that there is a right answer is harder to overcome. Al …
Stéphane Bura's user avatar
1 vote

Multi-disciplined: Strength or Weakness?

Since making games is about iterating versions, communication between the team domains is paramount to solving design and production dependencies that inevitably arise. That's why having a multi-disci …
Stéphane Bura's user avatar
1 vote

Level Pacing in a Mobile Game

This question should help if your game teaches several skills to the player: How do I elegantly teach players how to play? Otherwise, it's just a matter of smoothly increasing complexity, by adding …
Stéphane Bura's user avatar
1 vote

Toggle action for gamepad triggers, whilst being held down

You should consider doing the opposite of what you're suggesting: using your triggers to enter quasimode and your buttons to produce actions. If you did that, it would considerably expand your availa …
Stéphane Bura's user avatar
0 votes

What are the differences between random encounters and permanent mobile enemies?

Supplementing Jimmy's answers which I agree with. Benefits of random encounters: Better control of the number of encounter per time unit. Invisible process, so it may be tweaked dynamically without …
Stéphane Bura's user avatar