Continuing from my previous article where I gave starting 5 tips on great game design continuing on 10 Steps to great game design part1. Here are the next five!!!. Give a fair chance to win.
Every one loves a winner, and everybody loves to win a game. That’s why you play it. Some people might think that a extremely difficult game will make it more exciting but if you do and people are not able to solve it, will they play again ? Games are played to relax them, to diver mind and make them happy when they win. Too difficult games can make them irritated results, you loose the player. Make them happy, give them powers and points.
7. Never go over board with rewards
Don’t just keep on giving them points and make them so powerful that they feel, “hah who made this game its so easy, Let me find some other difficult game”. Make it a fair decision, give them points and take away when necessary, so they keep up with the game.
8. Never ignore the story.
If you can have a story of the game you are designing, it will create an imagination in the mind of gamers. This not only will help them to get more understanding of the game but also find clues. Just make sure you story fits the game. I remember playing warcraft. It has such an awesome introduction of the 4 tribes it had, it was easy to understand some of the typical nature of those tribes and gave a strong imagination how the AI was designed.
9. Give them some secret doors and mysteries.
In some games the author purposely makes some secret things. Like a secret path, some hidden doors which either can trap the user of give them a key to the next stage. Make them little difficult and keep them more invisible, but give users a hint somewhere which makes them feel “Something is there, I had seen it flashing once.”
10. Long Live the game:
A lot of talented adventure games become dust collections after players have solved them. Often this can be prevented or at least delayed, by a little extra effort on the part of the author. Give some of your puzzle multiple solutions. Think of imaginative ways of dying and humorous tricks for the player to try. Some adventures have multiple endings depending on various things player has done during the course of time.
If you see yourself making mistakes like that, you might consider what I said above. Designing a good text adventure, is long and frustrating, but the end can be rewarding. Good interactive fiction is always in demand. I Am not a designer but that’s what I felt when I played games. So I thought why not make it into a points. SO its a user expressing all above points ….make it click.!