Ancestors

Toot

Written by Nathalie Lawhead (alienmelon) on 2025-01-23 at 04:31

i always circle back to being amazed at how much of game design is about trying to anticipate the player… how will someone else think if they’re in your world? what are you missing or not seeing?

the game can seem broken if you don’t anticipate everyone, because not everyone will play it the same.

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Descendants

Written by Petri Purho on 2025-01-23 at 05:17

@alienmelon I'm a little surprised how little this is talked about in game design. To me this is a fundamental aspect of all design.

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Written by Nathalie Lawhead (alienmelon) on 2025-01-23 at 06:13

@PetriPurho yes, like UX design is all about that.

it becomes especially real when you silently watch people play your thing from a distance… lol all the ways you never thought about how your thing breaks. then it becomes a habit to try and break your own work.

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Written by Petri Purho on 2025-01-23 at 06:55

@alienmelon yes, UX design is very much that. And most UX sucks at it.

It's also not just about the initial experience, it's also about respecting the users (or players) who are used to using your thing. If you've taught the user things work X way and then you introduce Y way, they're going to try to do it X way regardless.

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Written by Balthazar on 2025-01-23 at 06:17

@PetriPurho

@alienmelon I totally agree! From my years as a teacher what I can share is that it is not an easily teachable or even marketable skill, but is more based on the fundamental potential for empathy of the person... I mean you can't reduce it to a repeatable process if the person using it is emotionally unable to put themselves in someone else's shoes.

(Mumble mumble right wing Vs left wing game design grumble)

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Written by Nathalie Lawhead (alienmelon) on 2025-01-23 at 09:48

@baltauger @PetriPurho this is a wonderful way of looking at it. i never thought of it that way before… empathy with the player.

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