Part 3 discusses how to create good patterns as we now know games have to be complex.
Making interesting patterns
To learn something, the object of learning has to be interesting enough to really internalize it.
But how do you actually internalize? Through my life and study of the brain I realized conscious realization is far superior to forming habits.
The patterns which are most interesting to learn are those who are interesting. On one side there is consciously and deliberately learning new lessons. Habits on the other hand are friend of routine, and routine is the enemy of intelligence.
In real life you can do this by turning your life into an exciting adventure by having a playful and learning attitude towards your every day chores and tasks.
How would you design and implement interesting patterns in games? My process with regard game design is to make a dynamic quest system(in case the game is a role-playing game) so there's not only non-linear story but multiple ways of replaying on a higher difficulty. On a programmer's behalf this would require a lot of collaboration.
If the game was a first person shooter, however, perhaps reward teamwork and planning(latter in the case of organized clan matches).
Making interesting patterns
To learn something, the object of learning has to be interesting enough to really internalize it.
But how do you actually internalize? Through my life and study of the brain I realized conscious realization is far superior to forming habits.
The patterns which are most interesting to learn are those who are interesting. On one side there is consciously and deliberately learning new lessons. Habits on the other hand are friend of routine, and routine is the enemy of intelligence.
In real life you can do this by turning your life into an exciting adventure by having a playful and learning attitude towards your every day chores and tasks.
How would you design and implement interesting patterns in games? My process with regard game design is to make a dynamic quest system(in case the game is a role-playing game) so there's not only non-linear story but multiple ways of replaying on a higher difficulty. On a programmer's behalf this would require a lot of collaboration.
If the game was a first person shooter, however, perhaps reward teamwork and planning(latter in the case of organized clan matches).
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