I am a game designer and developer currently focused on mobile platforms. After years working at the university as a professor and researcher, I decided to take the indie path.
I am the creator of Muster my Monsters (2013), an innovative casual party game, New Sokoban (2011), a puzzle solving game, and paintingWalls (2010), a decoration app. I also run Refracted Pixel, a startup that develops mobile solutions for third party clients.
I like to believe that I design good experiences and create games that carry them to people. So, for me, the human factor is very important. I believe that if you put your best when designing and developing games, users receive the message somehow.
Puzzles are often considered to not be games at all. This means that designing a video-game entirely based on puzzles implies some issues that need to be addressed to minimize the inherent problems that puzzles have and maximize their benefits.
Fun games are great, but fun games with endogenous value are better. It is more difficult to forget a game that has endogenous value, so it is easier for the player to come back and play again to increase that value.
Game rewards are a very important concept in game design. Actually, in some sense, players play games to be rewarded. It is a human need. Players need to be evaluated favorably. Thatís why a well designed and balanced rewards system is key in any game.
The Flow Channel is the state of mind that makes us to stay focused on an activity. When we loose the flow, we switch to another activity. So obviously our aim as game designers is to keep our players in the flow channel for as long as possible.
[Blog - 12/23/2013 - 04:55]
Thank you for your kind ...
Thank you for your kind words, joeri r n r nYes, I understand your point. Too difficult tasks may lead to frustration. However, too easy tasks may lead to frustration as well. Actually, is a matter of balance: game designers need to adjust the difficulty of games to the widest ...