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Se ing player experience goals up front, as a part
of your brainstorming process, can also focus your
creative process. Notice that these descriptions do
not talk about how these experience goals will be
implemented in the game. Features will be brainstormed
later to meet these goals, and then they
will be playtested to see if the player experience
goals are being met. At ?¬? rst, though, we advise thinking
at a very high level about what is interesting and
engaging about your game to players while they are
playing and what experiences they will describe to
their friends later to communicate the high points of
the game.
Learning how to set interesting and engaging
player experience goals means ge ing inside the
heads of the players, not focusing on the features of
the game as you intend to design it. When you??™re just
beginning to design games, one of the hardest things
to do is to see beyond features to the actual game
experience the players are having. What are they
thinking as they make choices in your game? How are
they feeling? Are the choices you??™ve o?¬? ered as rich
and interesting as they can be?
Prototyping and Playtesting
Another key component to playcentric design is that
ideas should be prototyped and playtested early.
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