Tynan Sylvester
Designing Games: A Guide to Engineering Experiences
10 editions
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published
2013
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“The designer's real goal is to enrich the player's internal experiences. That goal is harder to achieve, and it's damned difficult to measure. But it's the truth. And pursuing that truth makes your designs smaller, simpler, more focused, and more elegant than they could ever get by strategy counting.”
― Designing Games: A Guide to Engineering Experiences
― Designing Games: A Guide to Engineering Experiences
“Some imagine game development as a path that we follow toward our
destination. I disagree with this image. I think it’s more like a dark forest
full of stinging monsters, waiting to inject you with anesthetic poison.
Each time you bump into one, it stings you and the poison makes you
feel warm and content. But under the surface, the stings are stealing your
vigor, dissolving you from the inside. It’s only later, as your strength runs
low and the moon clouds over, that you might realize that the pleasant
feeling you’ve enjoyed all this time wasn’t progress. It was death.”
― Designing Games: A Guide to Engineering Experiences
destination. I disagree with this image. I think it’s more like a dark forest
full of stinging monsters, waiting to inject you with anesthetic poison.
Each time you bump into one, it stings you and the poison makes you
feel warm and content. But under the surface, the stings are stealing your
vigor, dissolving you from the inside. It’s only later, as your strength runs
low and the moon clouds over, that you might realize that the pleasant
feeling you’ve enjoyed all this time wasn’t progress. It was death.”
― Designing Games: A Guide to Engineering Experiences
“An EXPERIENCE is an arc of emotions, thoughts, and decisions inside the player’s mind.”
― Designing Games: A Guide to Engineering Experiences
― Designing Games: A Guide to Engineering Experiences
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