Game Design Case Study—Rigel Station
What makes a game fun?
- Interesting Decisions
- Interaction with Other Players
- No Fatal Flaws
Goldilocks: Not too easy, not too hard
How can we make a game "not too easy"?
How can we make it "not too hard"?
What kinds of challenges?
Types of challenges: see
Andrew Rollings and Ernest Adams on Game Design
Chapter 7: Gameplay, available at
What makes this more interesting?
What makes it less interesting?
Are all of the following viable strategies?
Do they have a good combination of configuration decisions and game tactics?
What game mechanics would they need to become viable if they are not?
Light armor and weapons, but very fast and maneuverable
Wipe them out before they can get you
Heavy attack capability
"Never know what him 'em"
Sensors, stealth, one-shot weapon
Gameplay elements that will encourage interaction
Audio: Music, Sound effects
No fatal flaws
Doesn't "Provide a Great First 15 Minutes of Easily Accessible Play"