Mastering the game: Experience goals

Designing a game without an experience goal feels like this.

If you’ve ever read a book about game design, you have probably heard about “experience goals”.

In short, experience goals are the whole foundation and core of game design process. If game designer wants players to experience “fear”, then all the design decisions should be evaluated based on whether they evoke fear or not.

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Game design diaries: The Two Why’s

Ask “why”. And the ask “why” again.

Lately I’ve been reading a lot of RPG books, ranging from small indie releases to AAA products.

I started this “literature safari” to gain deeper understanding about RPG design. My goal is to read and analyze several different games, and to understand what makes games work. I can also highly recommend this method to anyone!

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