Game Design Case Study—Rigel Station

What makes a game fun?



Challenge

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 http://www.gamedev.net/reference/articles/article1942.asp



Interesting Decisions

Bot Configuration

What makes this more interesting?

What makes it less interesting?

Strategies

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?

Run away

Light armor and weapons, but very fast and maneuverable

Wipe them out before they can get you

Heavy attack capability

Outlast others

Heavy defense

"Never know what him 'em"

Sensors, stealth, one-shot weapon

Others?



Replayability

In general

Rigel Station



Interaction with other players

Diplomacy

Cooperation

Mechanical requirements

Gameplay elements that will encourage interaction



Color

Storyline

Graphics

Audio: Music, Sound effects



No fatal flaws

Bad UI

Inconsistencies

Doesn't "Provide a Great First 15 Minutes of Easily Accessible Play"

Others?



Software Design

Architecture

Command language



User interface



Client interface



Resources