“The level designers have to know, for example, that by the time the player reaches the fourth level, he will have earned… — Ernest Adams Time Copy Share Image
“In designing your game’s internal economy, you need to watch out for deadlocks, which can occur whenever there’s a loop in the… — Ernest Adams Copy Share Image
“Ultimately, the violence in a game should serve the gameplay. If it doesn’t, then it’s gratuitous and you should consider doing without… — Ernest Adams Copy Share Image
“Myst and Gemstone both have harmony. They have it because their makers had a vision of the experience they were trying to… — Ernest Adams Bad language Copy Share Image
“Game worlds are much more than the sum of the pictures and sounds that portray them. A game world can have a… — Ernest Adams Moral values Copy Share Image
“In contrast, games of progression offer many predesigned challenges that the designer has ordered sequentially, usually through sophisticated level design.” — Ernest Adams Copy Share Image
“One of the purposes of a game world is simply to entertain in its own right: to offer the player a place… — Ernest Adams Nature Copy Share Image
“For a more detailed discussion of the subject, read Neal and Jana Hallford’s Swords and Circuitry (Hallford and Hallford, 2001).” — Ernest Adams Copy Share Image
“Concept Art and Model Sheets Concept art consists of drawings made early in the design process to give people an idea of… — Ernest Adams Design process Copy Share Image
“Economies about money are called market economies. But we use the term in a more abstract way to refer to any kind… — Ernest Adams Economics Copy Share Image
“To someone who’s playing a game for the first time, the world is vital to creating and sustaining her interest. The other… — Ernest Adams First place Copy Share Image
“A longstanding tradition in action games, and many other genres as well, calls for the inclusion of a boss to defeat at… — Ernest Adams Copy Share Image
“Don’t confuse the term games of progression with other ideas about progression in games, such as leveling up, difficulty curves, skill trees,… — Ernest Adams Copy Share Image
“The perceived difficulty of a challenge—the difficulty that the player actually senses, and the type we are most concerned with—consists of the… — Ernest Adams Adversity Copy Share Image