The terms we have suggested here are just that??”
suggestions. We use them consistently throughout
this book so that we can have a common language
with you with which to discuss the design process
and to help you evaluate and critique your
designs.
A er you have gained experience with this process,
it is up to you as a designer to move beyond
any limitations you ?¬? nd with it. Consider everything
you read here a starting point from which you can
jump o?¬? ??”a launch pad for your expedition into the
world of designing games that will hopefully push the
envelope and transport players to places they didn??™t
imagine possible.
Notice that although we have arrived at a working
de?¬? nition, we have come to no grand conclusion on
the absolute nature of games. In fact, we have said that
part of our hope is that the next generation of game
designers will look beyond the traditional de?¬? nition
of games and explore new territories. The areas of
structure we have mapped out are important to the
process of design, and as such they need to be clear.
The areas le in shadow are just as interesting, and
we encourage you to think about aspects of games
that interest and inspire you.
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