One of the best examples of this
is the Guitar Hero controller. A small plastic mock-up
of a guitar, when strapped on by a player, suddenly
becomes an excuse to act like a guitar player, not
just play the game, but play the fantasy of the game.
Cra ing this invitation to play, making it visceral and
compelling to your target audience, is an important
part of playcentric design.
It might seem obvious that you need to create an
engaging invitation to get players interested in playing
your game. But there are other decisions you??™ll need
to make about players in your game. For example,
how to structure their participation: How many players
does the game require? How many total players
can the game support? Do various players have different
roles? Will they compete, cooperate, or both?
The way you answer these questions will change the
overall player experience. To answer them, you??™ll
need to look back to your player experience goals
and think about what structure will support your
goals.
Number of Players
A game designed for one player is essentially di?¬? erent
from a game designed for two, four, or 10,000
players.
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