Game Flow Theory and Decisions
In this weeks reading exercise we are looking up game decisions and flow theory on what makes a game stand out and what puts players into a 'flow' state where you're 100% into the game. In this first article we talk about how certain games have decisions that give the player a motive to play; in essence, something that is completely in their control of what to do. An example of some games with minimal decisions in them are gambling games as they generate their fun factor from the chance of winning something. It then goes on to give out tips on what not to do when designing a decision for the games like, not having meaningless decisions as to make each choice a risk in of its own. Here is when I found the article interesting. The article goes into detail on how to make a good decision on what a good decision should act out like in your game. An example would be having risk versus reward so to give some weight to a decision you make and if it should be chosen in the first...