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Making a good decision isnt always apparent when you make one. Eating at a restaurant you may choose the chicken entre instead of the beef, which seems inconsequential, but if the beef were to give you food poisoning you would know you made the wrong decision if you had chosen the beef. If you did choose the chicken then you would never realize the good decision that you made because the bad one will have never happened.
Wait, wasnt I supposed to be talking about game design? Well, I am in a broad sense. Designing a feature correctly will go unnoticed because it works as it should, and that is that. Now, if that feature does not work it sticks out like a sore thumb and the bad decision is obvious. You only know that youve made a bad decision after youve made it, but at least you know its wrong. Not realizing a good decision was made can lead you to overlook the reasoning why that decision was made, which could possibly lead to other good decisions. So, I guess the point here is to dissect every decision that you make and try to understand the reasoning behind it so that you can either continue in that direction or avoid it at all costs. Its as simple as that, dissect everything you do Either that, or just look back upon your decisions and youll likely be able to pick out which ones were correct and try to emulate those. Hindsight is 20/20.
Missed opportunities are almost worse than wrong decisions because not only will you not realize they happened, just like good decisions, but you will not realize your idea to the fullest extent. A game where you jump around constantly might have benefited from adding a double jump or a wall jump, but unless it is attempted there is no way to know if it would have approved the game. It would be impossible to try every possibility but a good designer should be able to spot such positive additions. Asking for others opinions may also lead to suggestions for ideas that may not have been considered by the designer. So, they key here is to consider all kinds of possibilities as well as considering others suggestions. Good ideas lead to other good ideas, but they must searched out or else much greater possibilities will be lost.
Next time on the UnBRELLA
The world is in balance.
Making a good decision isnt always apparent when you make one. Eating at a restaurant you may choose the chicken entre instead of the beef, which seems inconsequential, but if the beef were to give you food poisoning you would know you made the wrong decision if you had chosen the beef. If you did choose the chicken then you would never realize the good decision that you made because the bad one will have never happened.
Wait, wasnt I supposed to be talking about game design? Well, I am in a broad sense. Designing a feature correctly will go unnoticed because it works as it should, and that is that. Now, if that feature does not work it sticks out like a sore thumb and the bad decision is obvious. You only know that youve made a bad decision after youve made it, but at least you know its wrong. Not realizing a good decision was made can lead you to overlook the reasoning why that decision was made, which could possibly lead to other good decisions. So, I guess the point here is to dissect every decision that you make and try to understand the reasoning behind it so that you can either continue in that direction or avoid it at all costs. Its as simple as that, dissect everything you do Either that, or just look back upon your decisions and youll likely be able to pick out which ones were correct and try to emulate those. Hindsight is 20/20.
Missed opportunities are almost worse than wrong decisions because not only will you not realize they happened, just like good decisions, but you will not realize your idea to the fullest extent. A game where you jump around constantly might have benefited from adding a double jump or a wall jump, but unless it is attempted there is no way to know if it would have approved the game. It would be impossible to try every possibility but a good designer should be able to spot such positive additions. Asking for others opinions may also lead to suggestions for ideas that may not have been considered by the designer. So, they key here is to consider all kinds of possibilities as well as considering others suggestions. Good ideas lead to other good ideas, but they must searched out or else much greater possibilities will be lost.
Next time on the UnBRELLA
The world is in balance.