An interesting split I& #39;ve seen over the last decade is "Design theory that plays well in schools" vs "Design theory that working game designers use".
School: MDA, Mechanics, History of Old Games, Board Games. What is teachable? Where do you meet students existing knowledge? https://twitter.com/p_gorigoitia/status/1277658121066946566">https://twitter.com/p_gorigoi...
School: MDA, Mechanics, History of Old Games, Board Games. What is teachable? Where do you meet students existing knowledge? https://twitter.com/p_gorigoitia/status/1277658121066946566">https://twitter.com/p_gorigoi...
Working designers: They may reference these, especially if that is the lens they were taught.
But I see more
- Deconstruction of key game examples
- Prototyping in code
- Spreadsheet design
- Buttloads of content design
But I see more
- Deconstruction of key game examples
- Prototyping in code
- Spreadsheet design
- Buttloads of content design
Theory is primarily:
- Internal economies (sources, sinks, pools, transforms) for deconstruction and re-implementation.
- Lots of attention paid to scaffolding how players will learn the system with verbs and skills.
- Some UX theory. Dribbles social design theory.
- Internal economies (sources, sinks, pools, transforms) for deconstruction and re-implementation.
- Lots of attention paid to scaffolding how players will learn the system with verbs and skills.
- Some UX theory. Dribbles social design theory.