Howard Philips criteria for judging a game for the competition.

Mugi

Member
in the nesmaker competition announcement video, Howard flashes a paper saying it's his criteria for judging a game....

you cant really read it since it's all blurry and only shown for couple seconds, so i screenshotted the whole thing and wrote it out clean (propably has typos tho :p)

here you go:

TEN TENETS OF GREAT GAME MECHANICS
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gamers are motivated by the desire to experience a sence of mastery.
they want to feel in direct control of their destiny and that
they are able to improve their performance
using skills and expeirence.

I. A clear goal.
Players should understand their core objective at all times. Games
should have mechanisms that clearly remind players on a regular basis of their goal
and their progress towards it.

II. Tight performance feedback loops.
Players should know when, where, how, and
to what extend they performed well or poorly so as to help them in improving their
future performance.

III. Intermediate obhectives and motivating difficulty crescendos.
Players should feel higly challenged to use their every skill in order to "break through" to less
demanding areas where new abilities are presented and new skills can be test in a less demanding situation.

IV. Multiple levels of success.
Players should typically find themselves presented with
challlenges that match their skills & experience. They should be rewarded within the
game context in relation to their level of success.

V. Responsive transparent controls.
Players should not feel that their connection to the game elements under their control is too sluggish,
too twitchy, nor disconnected (delayed response). Players should feel directly linked to the ga<me.

VI. Analog control effects with sufficient degrees of control freedom.
Players should feel like they can continuously refine their "directional" inputs (as opposed to discrete decisions) for
better results. They can build skills that transcend simple timing of control inputs.

VII. Discoverable layers of controls.
Novice or rookie players should feel like they have the right amount of control complexity to havwe fun without being overly
taxed while experienced or expert players should feel like they have the right amount of control subtlety and sophistication to tbe challenged.

VIII. 100% player-determined outcomes.
Players should feel the game was designed for them. The game itslef should deliver a fun experience without requiring the player to
tweak game settings to match their level of skill and experience.

IX. Unexpected and exciting features.
Players should experience the thrill of discovery while playing. Unanticipated aspects % events should surprise them.
 

dale_coop

Moderator
Staff member
Ah ah, glad to be able to read those criteria ;) I could see on the video (watched on my crappy iPhone >_<)
Thanks Mugi.
 
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