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.
- But only the stickiest ideas are derived from the successful outcome of a particularly pleasant decision.
- 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.
- It’s not a decision. It’s something else. Abundance of information removes necessity of decision.
- ![[A definition of a perfect manager#^98144b]]
- It’s not a decision. It’s something else. Abundance of information removes necessity of decision.
- They both bring indecision, though on different grounds.
- Not starvation.