Design Dive Notes

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Design Dive #33
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Design Dive #33

Quality of Life Features

Mohamed Abdel Khalik
Nov 1, 2021
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Design Dive #33
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Panel

Kelly Tran - Co-founder and Game Designer at Evolved Play. Previously, Game Design Professor researching games and players at High Point University. PhD in learning and tech. Solo Twitch - Group Twitch - Website

Dan Felder - Senior Game Designer Riot Games. Previously Abrakam, Blizzard, EA.

Connor Hillen - Game Development Instructor at Carleton University.

Brandon Dolinski - Level Designer Eidos Montreal. Previously Mass Effect Andromeda and Dragon Age.

Mohamed Abdel Khalik - Head of Game Design Relations at Machinations. Previously, Consultant at Mezan Studios.

Notes

  • Streamline gameplay.

  • Think of more mechanical QoL and features.

  • Mods provide feedback (do I know I’m tanking? Threat Meter let’s you know proactively).

  • Choice is one of two options that appears equal.

  • Calculation is when of the choices is clearly better.

  • Elegance in design.

    • Systems that interact with each other really well.

  • QoL increases accessibility of the game.

  • Complexity is the wall you have to get over before you’re allowed to have fun:

    • Things to learn.

    • Things you have to actually get used to.

      • Cover and aim and move and attack at the same time.

    • Remove unnecessary complexity.

  • Depth is understanding the techniques.

    • Goal is attack opponent in chess.

    • Success is understanding what a good move is.

      • Put players in the context of what a success looks like.

      • Have the scenario of the game and let the players practice the game in context.

      • Practice but not 10 times in a row.

  • Surface memory

    • Players are discarding as much on the spot useless info as possible.

    • Players discard information from one scenario to the next.

  • Lower frustration and don’t poison experience purposely.

  • What is working during prototyping?

    • It’s easy to write theory on solving problem.

    • Focus on articulating goals for the experience.

      • Bright spots that deliver on these goals or new goals that emerge.

    • Find what is working and throw everything else out.

      • Understand why it works.

    • Don’t theorycraft problem-solving.

    • The game evolves organically.

  • Designers need to prioritize high impact problem and not small issues.

  • Get information as fast as possible on where the fun drops.

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