You are currently browsing the archives for the month: March 2011.

March 22, 2011

Game Design: The missing player type

Many efforts have been made to divide computer game players up into different types, in attempts to better understand why players play games, and thus how to make computer games that players will enjoy. One of my favorite attempts at player classification is Mitch Krpata’s A New Taxonomy of Gamers (this link goes to the […]

March 19, 2011

Game Design: Flow and difficulty locks

Flow is a term that gets bandied about every now and then in game design. For a good overview, there’s Jenova Chen’s MFA thesis. I’ll provide a very quick summary: If a game is too easy, the player can feel bored. If a game is too hard, the player can feel frustrated. In that zone […]