game design feels like 90% pseudoscience full of unverified correlations by way of multitudes of anecdotes stated with confidence because some author or some game happened to be successful
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Replying to @FreyaHolmer
I think game analytics have sped this anedcote generation to an absurd degree.
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Replying to @gamesbymanuel @FreyaHolmer
Game design is designing experiences, right. I.e. it has more in common with art than with science or math. Buuut since it’s computers and all, you get engineery types trying to ‘science’ emotions. Hey presto, pseudoscience and metrics!
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Unless you do free2play. Then it's pretty much maths, statistics, economics, and psychology. And there is only a 20% space left for experience design.
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Sure. Although, I'm not sure there's a big difference between psychology and experience design. Not very familiar with modern f2p design, but from the outside it looks a lot like the f2p part is a tweak to progression systems on otherwise regular games.
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I agree, a lot of free to play design is about creating a habit, which is more in the psychology domain. Making sure you have something to look forward to.
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