That is ?¬? ne, and it might be a fun game, but it is never
going to be innovative. The key to avoiding producing
nothing but clones of existing games is to go back to
your original concept and ask yourself, ???What is special
about this idea????
In the prison example, the concept was to escape
from prison. The con?¬‚ ict is clear: The prisoner must
outsmart the security. Now how can you do this in a
new way? What does a prisoner need to do to break
out of prison? What types of tools and weapons and
obstacles are there? As the designer, you should play
with how to represent the tension of this particular
situation, the excitement of it in both the controls
and the interface. Experiment with new ways of
visualizing these elements, assign them properties,
and allow them to interact with one another. As you
can see, the interface is coming from the gameplay,
not vice versa.
The best approach is not necessarily to design
the interface ?¬? rst, but to let it evolve from the necessities
mandated by the function of the game. In other
words, form follows function.
Metaphors
Visual interfaces are, at their roots, metaphorical.
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