• Points accumulate based on rules, core mechanics system effect on the in-game world and its end goal.

    • Loops are based on the stacking of the gameplay system. The score in this category considers the loop’s duration before becoming tedious. How unique the gameplay loop is for its given genre and how the loop expands throughout a play through.

    • A player should feel rewarded for the effort they put in for the game. Allowing for a higher skill ceiling while keeping the entry into the game low is key. Keep placing a new shiny object for me to continue with the experience.

    • Controls define the playability. Button mappings should make sense for the players’ initial play through. The controls should feel as if they are mastering a new instrument. The game should also allow people to change how they play the instrument. To account for personal preferences or disabilities.

    • While environmental design is about getting the players lost within the world. Level design should seek to place roadblocks in front of the player to test skill, intelligence, and creativity. It’s the reason people play games to be tested in fun ways.

Previous
Previous

Visual Aspects

Next
Next

Auditory Aspects