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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


An example of this would be a turn-based strategy
game, like Go or chess.
How do you decide what controls to allow players
and what not to allow? This is a central part of the
design process. You can see the impact that di?¬? erent
levels of input have on games if you look at a familiar
game and imagine how it would work if you took away
some of the player input.
For example, let??™s look at a real time strategy game
like WarCra III. In this game, the player selects certain
units to mine gold, others to chop trees, etc. How
many units are doing these tasks at any given time is
a function of availability, but it is basically under the
player??™s control. What if this opportunity for control
was taken away? Imagine how the system would work
if the designer determined that system would always
assign 50% of the available units to mine gold and
50% to chop trees. How would taking this input away
from the player a?¬? ect the system? Would it create too
much balance between various players??™ resources?
Would it take away some tedious parts of gameplay?
Or would it take away critical resource management?
These are questions a designer faces when thinking
about how much and what type of control to give
players in the system.


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