Gaming makes you different; it makes you enjoy the moment like you were doing it for real. Sometimes we feel like making designs. Maybe not everybody, but those who are skilled at designs and logic can make a magnificent game remembered.
So what do you do before you start making a game.!!!! Please read about it, not games but how to make game design and everything. Here are some. If we can follow those points….you have a kick start.
1. The Kiss Factor:
KISS stands for Keep it simple Stupid. The most influential factor when you design a game is who you are targeting. The message should be passed so that even an ordinary person can understand. The game’s goal should be simple and expressed in a few words, like” Save the princess” or” You need more money”. Avoid essays.
2. Communication Statements:
How you communicate to the user’s through the game is what matters. It would help if you had sincere and self-explanatory statements but not long. They should be able to tell the user what they intend to do. Gamers might not be highly sophisticated computers user, so your game should be able to guide them throughout.
3. Puzzle has to be appropriately structured:
Every game, whether an action or arcade, has a certain degree of the puzzle. Don’t make gamers aimlessly wander for the puzzle. Plus, you don’t have just one puzzle that can solve that stage. Have a couple of puzzles intermingled with the stage, which change with every stage, giving the user a new thrill at every stage. Don’t keep it too easy or the same every time. More variations will make your game look remarkably new every time the player plays.
4. Balance the difficulty of puzzles :
It is one of the significant factors in my gaming experience (well, not designing but playing). As per the 3rd point, you need puzzles, but how you throw them to the user depends. Every game has puzzles that have a certain level of difficulty. Increase your difficulty level as the stages increase. Rewards them some points and gives another. The overall difficulty will depend not only on the game design but also on the type of user(new, moderate and hardcore). One of the games I played used to fluctuate its difficulty level by injecting small and easy tricks. That used to keep the interest alive as “it makes the user happy to solve something at a higher level easy.”
5. Never ignore logic and science:
We might be playing games based totally on imagination, but we still don’t want it to act irrationally. Please give them a real-world feel by the following logic and science. Make them as accurate as possible and add some feedback affects or sound effects to make them real.
So what do you think now? Does this help you? The following 5 points continued in 10 Steps to excellent game design, part 2