Assassin’s Creed flow, motivation and reward
Why the reach high point system is used in most open-world games since the original Assassin’s Creed.
Why the reach high point system is used in most open-world games since the original Assassin’s Creed.
Compared to Starcraft’s very predictible systems, Warcraft 3 and its randomness always puzzled me. Here are my conclusions on how such a random game can still be fit for competitive play.
Fun is a dangerous word to use in a creative environment.
Best way to learn game design is to abstract everything but game systems. This is Brian Moriarty’s approach at Worchester Polytechnic Institute.
Pleasure is a natural motivator to learn, but skipping efforts and growth to focus on gratification can lead to addiction.