Game Designers – Everything You Know Is Wrong 0
For all of us who didn’t attend the VGS: China’s gaming environment might force and help re-thinking western’s one (or the future of it). Even considering myself an oldskool gamer, I think the article makes very strong points.
Game Designers – Everything You Know Is Wrong
http://www.gamasutra.com/php-bin/news_index.php?story=25888
1) Making a game fun is not enough anymore
2) If you are still thinking about making a game as a piece of art that people can admire or respect, I think you’ll be in big trouble.
3) Consumers are not going to pay for content. It’s impossible to create content for a year or two years of gameplay; you have to create an environment.
4) Fairness and unfairness can be used as tools to create those conflicts and add tension to the game world. Fairness as just another tool in the toolbox rather than as a core concept.
5) Before launch (game design) it’s monetization-driven; after launch, it’s largely data-driven. Metrics are crucial.
6) Good monetization design is based on a deep understanding of human psychologyхотелско обзавеждане. You just have to try a lot of things.
7) Conflicts make the game world more energetic and more lively, more importantly they trigger emotions, and when people are more emotionally unstable, they’ll make purchases.



































gobierno, junto con Daniel Filmus) que interrumpio 
