Designing Decisions as in games. Manufacture the experience

These are ideas from designing games book by Sylvester.

  • Decisions are a powerful source of emotions.
    • Explaining it requires logical reasoning. Plainly, we need to tell why we did it and how we did.
  • Many media provoke emotions through spectacle, music, character.
    • But only the stickiest ideas are derived from the successful outcome of a particularly pleasant decision.
      • They can be important, inconsequential, difficult or easy.
      • With lots of information or with scarce.
  • In an essence, the decision is not about what has happened, but what about might happen.
    • Everything that doesn’t happen is irrelevant and thus no need to worry yourself.
    • If we talk about classical game design, decisions that had been reached during interaction with the world had far-reaching consequences.
      • An agent lives in the continuous simulation of the world, stretching into the future. And a person perceives outcomes on emotional level, because of that decisions have substantial effects on our behaviour.
    • Board games are all the same, go, checkers, chess, movement of pieces on the board are unimportant. What critical is an internal decision process that makes games fascinating.
  • Decision could be reached and taken action on it only and only if possible future understandable.
    • Thus, consequences of the decision must be partially predictable. Not without uncertainties, but predictable.
    • The key to the sweetest decision is information balance.
      • Not starvation.
        • Starvation is usually hidden. Nobody wants to think about additional research and cognitive effort.
      • No excess.
      • They both bring indecision, though on different grounds.

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