A brief explanation on how the game is played |
For indirect guidance game designers lead players without them knowing they are being leaded. Constraints are needed to be placed to avoid the risk of choice paralysis, which occurs when players are given too many choices and cannot evaluate the consequences of them all (Gibson 100). While it is exciting to be given multiple choices to choose from, however too many choices can create a negative effect rather than a positive one. I avoided choice paralysis by providing a limited amount of meaningful choices that each provide its own distinct advantage.
What was the hardest choice you ever made in a game?
Gibson, Jeremy. Introduction to Game Design, Prototyping, and Development: From
Concept to Playable Game-with Unity® and C#. Upper Saddle River:
Addison-Wesley, 2015. Print.
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