Previous Post: Beyond the Magic Circle
This has been a long and deliberate presentation; building step-by-step from rather abstract concepts toward a comprehensive experience model that can be used practically in the evaluation and analysis of aspects that relate to the craft of Game Design in particular. The last sections have been dealing with that practical application to reveal a relative consistency between the system of Experience as asserted and the common knowledge and best practices from this craft as it stands today. Further application of this experience model to aspects of this craft that are not yet commonly understood may result in discovery and development of new design methodologies and stimulate the evolution of Game Design.
Potential directions of study and exploration using this experience model as a guide include:
This was a reasonable attempt at a formal presentation of one designer's personal understanding of a system of Experience. The hope has always been that it can lead to interesting discussions and further reasoning on the nature of experience and the effects that external forces have upon it, particularly as that understanding pertains to the field of Game Design. Everyone should feel encouraged to continue to discuss or debate the assertions made in this presentation as part of an ongoing evolutionary effort.
Personal thanks go to the authors, designers and scientists referenced, those who helped to shape the style of this presentation, and those who helped to formalize these ideas; namely a colleague at the ICT, Kelly Christoffersen. Of course, thanks go to those who have been following and contributing to the ongoing discussion on many of these posts during the course this presentation; namely Christopher Wagg, Luis Guimar„es and Bart Stewart.