Rules aren't restrictions; they are tools. We look at "Inside-the-Box" explicit rules and the "Outside-the-Box" social norms players bring with them.
Viewing entries tagged
interaction design
Goals are the compass of your game. We discuss how to structure short-term vs. long-term objectives to maintain momentum.
Ever lost track of time while playing? That's Flow. We explore the delicate balance between challenge and skill.
Is Minecraft a game or a toy? Understand the four essential elements every game needs: Voluntary Participation, Goals, Rules, and Feedback.
Learn why top game designers focus on systems rather than just "fun." Discover how to harness Cognitive Surplus to turn players into problem solvers.
Here is a presentation I gave at the Marketing Expo of DMEXCO in Germany. It is one of the largest Marketing Expo's in Europe and it was a real privilege to talk about the projects and the collaborative creative process we use at Indie. I hope you enjoy it.Click HERE if you want to skip to my part of the presentation or just skip to 11:55 in the video below.

