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Unformatted text preview: in the MDA formalism) give rise to higher-level design features. Even a subtle difference in a basic mechanic can give rise to a very different experience (e.g., limiting the number of weapons carried; health packs carryable vs. used as soon as touched). It is useful to consider the different aspects of the experience to the user (e.g., LeBlancs 8 Kinds of Fun). Certain models for player decisions are risky in terms of game design. Good interface is critical....
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- Spring '08
- Artificial Intelligence