Читать книгу Game Designer’s Diary. How to start publishing instead of dreaming. For 3 game design documentation - Maxim Pechorin - Страница 17

Game Designer’s Diary
Target audience

Оглавление

Achievers


Also known as “Diamonds”, these are players who prefer to gain “points”, levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.


Explorers


Explorers, dubbed “Spades” for their tendency to dig around, are players who prefer discovering areas, creating maps and learning about hidden places. They often feel restricted when a game expects them to move on within a certain time, as that does not allow them to look around at their own pace. They find great joy in discovering an unknown glitch or a hidden easter egg.

Socializers


There are a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts”. They gain the most enjoyment from a game by interacting with other players, and on some occasions, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.


Killers


“Clubs” is a very accurate moniker for what the Killer likes to do. They thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents.


Now define what can you give for every player type.

Achievers

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

_______________________________________________________________

Game Designer’s Diary. How to start publishing instead of dreaming. For 3 game design documentation

Подняться наверх