Oct 11 journal response


Lenses Chapter 10 goes in-depth on the fundamentals of Game Design. The author talks about mechanics in games such as space which can refer to the playfield, objects which are all things in a game such as items, the player and npcs such as enemies or passive mobs. actions which involve anything the player can do such as walking or jumping. rules that are the limits and restrictions to what a player can and cannot do in the game. skill which is the accumulated knowledge a player has in a game. and chance which is probability outside the player's control.

Theory of Fun Chapter 2 says that a game cannot be defined by a dictionary. It also says that game theory has a lot to do with psychology and math but little to do with actual game design and many game designers butt heads when trying to settle on a definition. 

Chapter 3 defines games as a puzzle and are chunks for our brains to feed on in a sense of being abstract and are also described as powerful learning tools

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