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Show A Thing – Takeaways

Can’t believe show a thing is over! (Mostly at least) I met with 4 people, the 5th is scheduled for later next week. Had different takeaways from each person but adding some notes here:

Creating empathy in games WITHIN the context of the game? Research on this

– like a natural disaster happening to everyone
– noticed that in my playtest players will more skill were able to avoid “disasters”

Need to clearly explain why I made each design decision and where it came from

– ie why start players in the same place? have this gem collection stuff? open world inspiration?

A story will be more compelling, especially for non- gamers

– maybe tie it to an altruistic act that I’ve experienced?

I might need to make some sort of “complimentary design”

– how far until it becomes necessary cooperation vs just non-competitive design?

Looking at team building exercises and how doing something first will build a relationship

Thinking about cost-benefit analysis in terms of the player

– is doing this nice thing at any cost to me?
– the higher the cost, the lower likelihood of it happening (unless there is an existing relationship)

26 thoughts on “Show A Thing – Takeaways”

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