Toni Sala's Blog
Game Analyst and Monetization Specialist at Gameloft
Heroes Charge is designed around a very deep combat system that is taught to players bit by bit along the whole progression of the game. After months playing the game, players can still learn details of the system that can make a difference in a battle
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. That’s 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.
Toni Sala's Comments
[Blog - 09/03/2015 - 01:12]
[Blog - 12/23/2013 - 04:55]
For me, endogenous value is ...
For me, endogenous value is related to engagement or addiction, to be clear... not fun. You may design a fun but NOT addictive/engaging game and viceversa. r n r nCandy Crush Saga executes it perfectly. The game is fun, of course, but the ridiculously huge amount of hours that people ...