Friday, March 31, 2017

Day 110 FotLC through the 113 lenses from The Art of Game Design

Day 110 - Lens 65: The Lens of Primality
Some actions and interfaces are so intuitive that animals were doing them millions of years ago. To capture the power of primality, als yourself these questions:

What parts of my game are so primal an animal could play? Why?
While I think the rules are simple and many of the impulses behind the game actions are primal, the specific actions required to play the game are pretty specific and technical. The basic actions of taking territory, fighting enemies, seeking allies... those concepts are primal, but the game is an abstract representation of them.

What parts of my game could be more primal?
Maybe the end game? I keep coming back to that in these final lenses, probably because it's the part of the game that I am least sure of and I keep hoping to find clarity through one of theis views. Realistically though I think that the tone of the game in terms of being visceral is about right.