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., LeBlanc’s 8 Kinds of Fun). • Certain models for player decisions are risky in terms of game design. • Good interface is critical....
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This note was uploaded on 09/28/2009 for the course CS CS 399 taught by Professor Dr.ware during the Spring '08 term at Monmouth IL.
- Spring '08
- Artificial Intelligence