Work in progress…
Audiovisual
Art
Music
Game Design
Lenses
- Emotion
- What emotions would I like my player to experience? Why?
- What emotions are players (including me) having when they play now? Why?
- How can I bridge the gap between the emotions players are having and the emotions I’d like them to have?
- Essential Experience
- What experience do I want the player to have?
- What is essential to that experience?
- How can my game capture that essence?
- Venue
- What type of venue best suits the game I’m trying to create?
- Does my venue have special properties that will influence my game?
- What elements of my game are in harmony with my venue? What elements are not?
- Surprise
- What will surprise players when they play my game?
- Does the story in my game have surprises? Do the game rules? Does the artwork? The technology?
- Do your rules give players ways to surprise each other?
- Do your rules give players ways to surprise themselves?
- Fun
- What parts of my game are fun? Why?
- What parts need to be more fun?
- Curiosity
- What questions does my game put into the player’s mind?
- What am I doing to make them care about these questions?
- What can I do to make them invent even more questions?
- Endogenous Value
- What is valuable to the players in my game?
- How can I make it more valuable to them?
- What is the relationship between value in the game and the players’ motivations?
- Problem-Solving
- What problems does my game ask the player to solve?
- Are there hidden problems to solve that arise as part of gameplay?
- How can my game generate new problems so that players keep coming back?
- Elemental Tetrad (Mechanics, Aesthetics, Story, Technology)
- Is my game design using elements of all four types?
- Could my design be improved by enhancing elements in one or more of the categories?
- Are the four elements in harmony, reinforcing each other and working together toward a common theme?
- Holographic Design
- What elements of the game make the experience enjoyable?
- What elements of the game detract from the experience?
- How can I change game elements to improve the experience?
- Unification
- What is my theme?
- Am I using every means possible to reinforce that theme?
- Resonance
- What is it about my game that feels powerful and special?
- When I describe my game to people, what ideas get them really excited?
- If I had no constraints of any kind, what would this game be like?
- I have certain instincts about how this game should be. What is driving those instincts?
- Infinite Inspiration
- What is an experience I have had in my life that I would want to share with others?
- In what small way can I capture the essence of that experience and put it into my game?
- Problem Statement
- What problem, or problems, am I really trying to solve?
- Have I been making assumptions about this game that really have nothing to do with its true purpose?
- Is a game really the best solution? Why?
- How will I be able to tell if the problem is solved?
- 8 Filters
- Artistic Impulse: Does the game feel right (to you)?
- Demographics: Consider audience intended for game
- Experience Design: Consider aesthetics, game balance, theme, and interest curves.
- Innovation: Is the game novel?
- Business and Marketing: Is this game going to be profitable?
- Engineering: Is it possible to build this game?
- Social/Community: Does this meet our social and community goals?
- Playtesting: Do playtesters enjoy the game enough?
- Risk Mitigation
- What could keep this game from being great?
- How can we stop that from happening?
- Toy
- If my game had no goal, would it be fun at all? If not, how can I change that?
- When people see my game, do they want to start interacting with it, even before they know what to do? If not, how can I change that?
- Passion
- Am I filled with blinding passion about how great this game will be?
- If I’ve lost the passion, can I find it again?
- If the passion isn’t coming back, shouldn’t I be doing something else?
- Player
- In general, what do they like?
- What don’t they like? Why?
- What do they expect to see in a game?
- If I were in their place, what would I want to see in a game?
- What would they like or dislike about my game in particular?
- Pleasure
- What pleasures does your game give to players? Can these be improved?
- What pleasures are missing from your experience? Why? Can they be added?
- List of Pleasures: Anticipation, Completion, Delight in another’s misfortune, Gift giving, Humor, Possibility, Pride in accomplishment, Surprise, Thrill, Triumph over adversity, Wonder
- Flow
- Does my game have clear goals? If not, how can I fix that?
- Are the goals of the player the same goals I intended?
- Are there parts of the game that distract players to the point they forget their goal? If so, can these distractions be reduced or tied into the game goals?
- Does my game provide a steady stream of not-too-easy, not-too-hard challenges, taking into account the fact that the player’s skills may be gradually improving?
- Are the player’s skills improving at the rate I had hoped? If not, how can I change that?
- Needs
- On which levels of Maslow’s hierarchy is my game operating?
- Does it fill the needs of competence, autonomy, and relatedness?
- How can I make my game fill more basic needs than it already does?
- For the needs my game is already filling, how can it fill those needs even better?
- Motivation
- What motivations do players have to play my game?
- Which motivations are most internal? Which are most external?
- Which are pleasure seeking? Which are pain avoiding?
- Which motivations support each other?
- Which motivations are in conflict?
- Novelty
- What is novel about my game?
- Does my game have novelties throughout or just at the beginning?
- Do I have the right mix of the novel and the familiar?
- When the novelty wears off, will players still enjoy my game?
- Judgment
- What does your game judge about the players?
- How does it communicate this judgment?
- Do players feel the judgment is fair?
- Do they care about the judgment?
- Does the judgment make them want to improve?
- Functional Spaces
- Is the space of this game discrete or continuous?
- How many dimensions does it have?
- What are the boundaries of the space?
- Are there subspaces? How are they connected?
- Is there more than one useful way to abstractly model the space of this game?
- Time
- What is it that determines the length of my gameplay activities?
- Are my players frustrated because the game ends too early? How can I change that?
- Are my players bored because the game goes on too long? How can I change that?
- Would clocks or races make my gameplay more exciting?
- Time limits can irritate players. Would I better off without time limits?
- Would a hierarchy of time structures help my game? That is, several short rounds that together comprise a larger round?
- State Machine
- What are the objects in my game?
- What are the attributes of the objects?
- What are the possible states for each attribute?
- What triggers the state changes for each attribute?
- Secrets
- What is known by the game only?
- What is known by all players?
- What is known by some or only one player?
- Would changing who knows what information improve my game in some way?
- Emergence
- How many verbs (ie, actions) do my players have?
- How many objects can each verb act on?
- How many ways can players achieve their goals?
- How many subjects do the players control?
- How do side effects change constraints?
- Actions
- What are the basic actions in my game?
- What are the strategic actions?
- What strategic actions would I like to see? How can I change my game in order to make those possible?
- Am I happy with the ratio of strategic to basic actions?
- What actions do players wish they could do in my game that they cannot? Can I somehow enable these, either as basic or strategic actions?
- Goals
- What is the ultimate goal of my game?
- Is that goal clear to players?
- If there is a series of goals, do the players understand that?
- Are the different goals related to each other in a meaningful way?
- Are my goals concrete, achievable, and rewarding?
- Do I have a good balance of short- and long-term goals?
- Do players have a chance to decide on their own goals?
- Rules
- What are the foundational rules of my game? How do these differ from the operational rules?
- Are there “laws” or “house rules” that are forming as the game develops? Should these be incorporated into my game directly?
- Are there different modes in my game? Do these modes make things simpler, or more complex? Would the game be better with fewer modes? More modes?
- Who enforces the rules?
- Are the rules easy to understand, or is there confusion about them? If there is confusion, should I fix it by changing the rules or by explaining them more clearly?
- Skill
- What skills does my game require from the player?
- Are there categories of skill that this game is missing?
- Which skills are dominant?
- Are these skills creating the experience I want?
- Are some players much better at these skills than others? Does this make the game feel unfair?
- Can players improve their skills with practice, leading to a feeling of mastery?
- Does this game demand the right level of skill?
- Expected Value
- What is the actual chance of a certain event occurring?
- What is the perceived chance?
- What value does the outcome of that event have? Can the value be quantified? Are there intangible aspects of value that I am not considering?
- Each action a player can take has a different expected value when I add up all the possible outcomes. Am I happy with these values? Do they give the player interesting choices? Are they too rewarding, or too punishing?
- Randomness
- What in my game is truly random? What parts just feel random?
- Does the randomness give the players positive feelings of excitement and challenge, or does it give them negative feelings of hopelessness and lack of control?
- Would changing my probability distribution curves improve my game?
- Do players have the opportunity to take interesting risks in the game?
- What is the relationship between chance and skill in my game? Are there ways I can make random elements feel more like the exercise of a skill? Are there ways I can make exercising skills feel more like risk taking?
- Fairness
- Should my game be symmetrical? Why?
- Should my game be asymmetrical? Why?
- Which is more important: that my game is a reliable measure of who has the most skill or that it provide an interesting challenge to all players?
- If I want players of different skill levels to play together, what means will I use to make the game interesting and challenging for everyone?
- Challenge
- What are the challenges in my game?
- Are they too easy, too hard, or just right?
- Can my challenges accommodate a wide variety of skill levels?
- How does the level of challenge increase as the player succeeds?
- Is there enough variety in the challenges?
- What is the maximum level of challenge in my game?
- Meaningful choices
- What choices am I asking the player to make?
- Are they meaningful? How?
- Am I giving the player the right number of choices? Would more make them feel more powerful? Would less make the game clearer?
- Are there any dominant strategies in my game?
- Triangularity
- Do I have triangularity now? If not, how can I get it?
- Is my attempt at triangularity balanced? That is, are the rewards commensurate with the risks?
- Skill vs Chance
- Are my players here to be judged (skill) or to take risks (chance)?
- Skill tends to be more serious than chance: is my game serious or casual?
- Are parts of my game tedious? If so, will adding elements of chance enliven them?
- Do parts of my game feel too random? If so, will replacing elements of chance with elements of skill or strategy make the players feel more in control?
- Head and Hands
- Are my players looking for mindless action or an intellectual challenge?
- Would adding more places that involve puzzle solving in my game make it more interesting?
- Are there places where the player can relax their brain and just play the game without thinking?
- Can I give the player a choice—succeed either by exercising a high level of dexterity or by finding a clever strategy that works with a minimum of physical skill?
- If “1” means all physical and “10” means all mental, what number would my game get?
- Competition
- Does my game give a fair measurement of player skill?
- Do people want to win my game? Why?
- Is winning this game something people can be proud of? Why?
- Can novices meaningfully compete at my game?
- Can experts meaningfully compete at my game?
- Can experts generally be sure they will defeat novices?
- Cooperation
- Cooperation requires communication. Do my players have enough opportunity to communicate? How could communication be enhanced?
- Are my players friends already, or are they strangers? If they are strangers, can I help them break the ice?
- Is there synergy (2 + 2 = 5) or antergy (2 + 2 = 3) when the players work together? Why?
- Do all the players have the same role, or do they have special jobs?
- Cooperation is greatly enhanced when there is no way an individual can do a task alone. Does my game have tasks like that?
- Tasks that force communication inspire cooperation. Do any of my tasks force communication?
- Competition vs Cooperation
- If “1” is competition and “10” is cooperation, what number should my game get?
- Can I give players a choice whether to play cooperatively or competitively?
- Does my audience prefer competition, cooperation, or a mix?
- Is team competition something that makes sense for my game? Is my game more fun with team competition or with solo competition?
- Reward
- What rewards is my game giving out now? Can it give out others as well?
- Are players excited when they get rewards in my game, or are they bored by them? Why?
- Getting a reward you don’t understand is like getting no reward at all. Do my players understand the rewards they are getting?
- Are the rewards my game gives out too regular? Can they be given out in a more variable way?
- How are my rewards related to one another? Is there a way that they could be better connected?
- How are my rewards building? Too fast, too slow, or just right?
- Punishment
- What are the punishments in my game?
- Why am I punishing the players? What do I hope to achieve by it?
- Do my punishments seem fair to the players? Why or why not?
- Is there a way to turn these punishments into rewards and get the same or a better effect?
- Are my strong punishments balanced against commensurately strong rewards?
- Simplicity vs Complexity
- What elements of innate complexity do I have in my game?
- Is there a way this innate complexity could be turned into emergent complexity?
- Do elements of emergent complexity arise from my game? If not, why not?
- Are there elements of my game that are too simple?
- Elegance
- What are the elements of my game?
- What are the purposes of each element? Count these up to give the element an “elegance rating.”
- For elements with only one or two purposes, can some of these be combined into each other or removed altogether?
- For elements with several purposes, is it possible for them to take on even more?
- Character
- Is there anything strange in my game that players talk about excitedly?
- Does my game have funny qualities that make it unique?
- Does my game have flaws that players like?
- Imagination
- What must the player understand to play my game?
- Can some element of imagination help them understand that better?
- What high-quality, realistic details can we provide in this game?
- What details would be low quality if we provided them? Can imagination fill the gap instead?
- Can I give details that the imagination will be able to reuse again and again?
- What details I provide inspire imagination?
- What details I provide stifle imagination?
- Economy
- How can my players earn money? Should there be other ways?
- What can my players buy? Why?
- Is money too easy to get? Too hard? How can I change this?
- Are choices about earning and spending meaningful ones?
- Is a universal currency a good idea in my game, or should there be specialized currencies?
- Balance
- Does my game feel right? Why or why not?
- Accessibility
- How will players know how to begin solving my puzzle or playing my game? Do I need to explain it, or is it self-evident?
- Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity. If it does not, how can I make them understand how it does behave?
- Does my puzzle or game draw people in and make them want to touch it and manipulate it? If not, how I can I change it so that it does?
- Visible Progress
- What does it mean to make progress in my game or puzzle?
- Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
- What progress is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
- Parallelism
- Are there bottlenecks in my design where players are unable to proceed if they cannot solve a particular challenge? If so, can I add parallel challenges for a player to work on when this challenge stumps them?
- If parallel challenges are too similar, the parallelism offers little benefit. Are my parallel challenges different enough from each other to give players the benefit of variety?
- Can my parallel challenges be connected somehow? Is there a way that making progress on one can make it easier to solve the others?
- Pyramid
- Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
- Big pyramids are often made of little pyramids—can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
- Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
- Puzzle
- What are the puzzles in my game?
- Should I have more puzzles, or less? Why?
- Do I have any incongruous puzzles? How can I better integrate them into the game? (Use Lens #49, Elegance, to help do this).
- Control
- When players use the interface, does it do what is expected? If not, why not?
- Intuitive interfaces give a feeling of control. Is your interface easy to master or hard to master?
- Do your players feel they have a strong influence over the outcome of the game? If not, how can you change that?
- Feeling powerful = feeling in control. Do your players feel powerful? Can you make them feel more powerful somehow?
- Physical Interface
- What does the player pick up and touch? Can this be made more pleasing?
- How does this map to the actions in the game world? Can the mapping be more direct?
- If you can’t create a custom physical interface, what metaphor are you using when you map the inputs to the game world?
- How does the physical interface look under the Lens of the Toy?
- How does the player see, hear, and touch the world of the game? Is there a way to include a physical output device that will make the world become more real in the player’s imagination?
- Virtual Interface
- What information does a player need to receive that isn’t obvious just by looking at the game world?
- When does the player need this information? All the time? Only occasionally? Only at the end of a level?
- How can this information be delivered to the player in a way that won’t interfere with the player’s interactions with the game world?
- Are there elements of the game world that are easier to interact with using a virtual interface (like a pop-up menu, for instance) than they are to interact with directly?
- Transparency
- What are the player’s desires? Does the interface let the players do what they want?
- Is the interface simple enough that with practice, players will be able to use it without thinking?
- Do new players find the interface intuitive? If not, can it be made more intuitive, somehow? Would allowing players to customize the controls help or hurt?
- Does the interface work well in all situations, or are there cases (near a corner, going very fast, etc.) when it behaves in ways that will confuse the player?
- Can players continue to use the interface well in stressful situations, or do they start fumbling with the controls or missing crucial information? If so, how can this be improved?
- Does anything confuse players about the interface? On which of the six interface arrows is it happening?
- Do players feel a sense of immersion when using the interface?
- What kind of virtual interface is best suited to my physical interface? Pop-up menus, for example, are a poor match for a gamepad controller.
- Feedback
- What do players need to know at this moment?
- What do players want to know at this moment?
- What do you want players to feel at this moment? How can you give feedback that creates that feeling?
- What do the players want to feel at this moment? Is there an opportunity for them to create a situation where they will feel that?
- What is the player’s goal at this moment? What feedback will help them toward that goal?
- Juiciness
- Is my interface giving the player continuous feedback for their actions? If not, why not?
- Is second-order motion created by the actions of the player? Is this motion powerful and interesting?
- Juicy systems reward the player many ways at once. When I give the player a reward, how many ways am I simultaneously rewarding them? Can I find more ways?
- Primality
- What parts of my game are so primal an animal could play? Why?
- What parts of my game could be more primal?
- Channels and Dimensions
- What data need to travel to and from the player?
- Which data are most important?
- What channels do I have available to transmit these data?
- Which channels are most appropriate for which data? Why?
- Which dimensions are available on the different channels?
- How should I use those dimensions?
- Modes
- What modes do I need in my game? Why?
- Can any modes be collapsed or combined?
- Are any of the modes overlapping? If so, can I put them on different input channels?
- When the game changes modes, how does the player know that? Can the game communicate the mode change in more than one way?
- Moments
- What are the key moments in my game?
- How can I make each moment as powerful as possible?
- Interest Curve
- If I draw an interest curve of my experience, how is it generally shaped?
- Does it have a hook?
- Does it have gradually rising interest, punctuated by periods of rest?
- Is there a grand finale, more interesting than everything else?
- What changes would give me a better interest curve?
- Is there a fractal structure to my interest curve? Should there be?
- Do my intuitions about the interest curve match the observed interest of the players? If I ask playtesters to draw an interest curve, what does it look like?
- Inherent Interest
- What aspects of my game will capture the interest of a player immediately?
- Does my game let the player see or do something they have never seen or done before?
- What base instincts does my game appeal to? Can it appeal to more of them?
- What higher instincts does my game appeal to? Can it appeal to more of those?
- Does dramatic change and anticipation of dramatic change happen in my game? How can it be more dramatic?
- Beauty
- What elements make up my game? How can each one be more beautiful?
- Some things are not beautiful in themselves, but are beautiful in combination. How can the elements of my game be composed in a way that is poetic and beautiful?
- What does beauty mean within the context of my game?
- Projection
- What is there in my game that players can relate to? What else can I add?
- What is there in my game that will capture a player’s imagination? What else can I add?
- Are there places in the game that players have always wanted to visit?
- Does the player get to be a character they could imagine themselves to be?
- Are there other characters in the game that the players would be interested to meet (or to spy on)?
- Do the players get to do things that they would like to do in real life, but can’t?
- Is there an activity in the game that once a player starts doing, it is hard to stop?
- Story Machine
- When players have different choices about how to achieve goals, new and different stories can arise. How can I add more of these choices?
- Different conflicts lead to different stories. How can I allow more types of conflict to arise from my game?
- When players can personalize the characters and setting, they will care more about story outcomes, and similar stories can start to feel very different. How can I let players personalize the story?
- Good stories have good interest curves. Do my rules lead to stories with good interest curves?
- A story is only good if you can tell it. Who can your players tell the story to that will actually care?
- Obstacle
- What is the relationship between the main character and the goal? Why does the character care about it?
- What are the obstacles between the character and the goal?
- Is there an antagonist who is behind the obstacles? What is the relationship between the protagonist and the antagonist?
- Do the obstacles gradually increase in difficulty?
- Some say “the bigger the obstacle, the better the story.” Are your obstacles big enough? Can they be bigger?
- Great stories often involve the protagonist transforming in order to overcome the obstacle. How does your protagonist transform?
- Simplicity and Transcendence
- How is my world simpler than the real world? Can it be simpler in other ways?
- What kind of transcendent power do I give to the player? How can I give even more without removing challenge from the game?
- Is my combination of simplicity and transcendence contrived, or does it provide my players with a special kind of wish fulfillment?
- Hero’s Journey
- Does my story have elements that qualify it as a heroic story?
- If so, how does it match up with the structure of the hero’s journey?
- Would my story be improved by including more archetypical elements?
- Does my story match this form so closely that it feels hackneyed?
- Weirdest Thing
- What’s the weirdest thing in my story?
- How can I make sure that the weirdest thing doesn’t confuse or alienate the player?
- If there are multiple weird things, should I maybe get rid of, or coalesce, some of them?
- If there is nothing weird in my story, is the story still interesting?
- Story
- Does my game really need a story? Why?
- Why will players be interested in this story?
- How does the story support the other parts of the tetrad (aesthetics, technology, gameplay)? Can it do a better job?
- How do the other parts of the tetrad support the story? Can they do a better job?
- How can my story be better?
- Freedom
- When do my players have freedom of action? Do they feel free at these times?
- When are they constrained? Do they feel constrained at these times?
- Are there any places I can let them feel more free than they do now?
- Are there any places where they are overwhelmed by too much freedom?
- Help
- Within the context of the game, who is the player helping?
- Can I make the player feel more connected to the characters who need help?
- Can I better tell the story of how meeting game goals helps someone?
- How can the helped characters show their appreciation?
- Indirect Control
- Ideally, what would I like the players to do?
- Can constraints get players to do it?
- Can goals get players to do it?
- Can interface get players to do it?
- Can visual design get players to do it?
- Can game characters get players to do it?
- Can music or sound get players to do it?
- Is there some other method I can use to coerce players toward ideal behavior without impinging on their feeling of freedom?
- Is my design inducing desires I’d rather the player not have?
- Collusion
- What do I want the player to experience?
- How can the characters help fulfill this experience, without compromising their goals in the game world?
- Fantasy
- What fantasy does my world fulfill?
- Who does the player fantasize about being?
- What does my player fantasize about doing there?
- World
- How is my world better than the real world?
- Can there be multiple gateways to my world? How do they differ? How do they support each other?
- Is my world centered on a single story, or could many stories happen here?
- Avatar
- Is my avatar an ideal form likely to resonate with my players?
- Does my avatar have iconic qualities that let a player project themselves into the character?
- Character Function
- What are the roles I need the characters to fill?
- What characters have I already imagined?
- Which characters map well to which roles?
- Can any characters fill more than one role?
- Do I need to change the characters to better fit the roles?
- Do I need any new characters?
- Character Traits
- What traits define my character?
- How do these traits manifest themselves in the words, actions, and appearance of my character?
- Interpersonal Circumplex
- Are there any gaps in the chart? Why are they there? Would it be better if the gaps were filled?
- Are there “extreme characters” on the graph? If not, would it be better if there were?
- Are the character’s friends in the same quadrant, or different quadrants? What if that were different?
- Character Web
- How, specifically, does each character feel about each of the others?
- Are there any connections unaccounted for? How can I use those?
- Are there too many similar connections? How can they be more different?
- Status
- What are the relative status levels of the characters in my game?
- How can they show appropriate status behaviors?
- Conflicts of status are interesting—how are my characters vying for status?
- Changes of status are interesting—where do they happen in my game?
- How am I giving the player a chance to express status?
- Character Transformation
- How does each of my characters change throughout the game?
- How am I communicating those changes to the player? Can I communicate them more clearly, or more strongly?
- Is there enough change?
- Are the changes surprising and interesting?
- Are the changes believable?
- Inner Contradiction
- What is the purpose of my game?
- What are the purposes of each subsystem in my game?
- Is there anything at all in my game that contradicts these purposes?
- If so, how can I change that?
- Nameless Quality
- Does my design have a special feeling of life, or do parts of my design feel dead? What would make my design feel more alive?
- Which of Alexander’s fifteen qualities does my design have?
- Could it have more of them, somehow?
- Where does my design feel like myself?
- Atmosphere
- Without using words, how can I describe the atmosphere of my game?
- How can I use artistic content (both visual and audible) to deepen that atmosphere?
- Spectation
- Is my game interesting to watch? Why or why not?
- How can I make it more interesting to watch?
- Friendships
- What kind of friendships are my players looking for?
- How do my players break the ice?
- Do my players have enough chance to talk to each other? Do they have enough to talk about?
- When is the moment they become friends?
- What tools do I give the players to maintain their friendships?
- Expression
- How am I letting players express themselves?
- What ways am I forgetting?
- Are players proud of their identity? Why or why not?
- Community
- What conflict is at the heart of my community?
- How does architecture shape my community?
- Does my game support three levels of experience?
- Are there community events?
- Why do players need each other?
- Griefing
- What systems in my game are easy to grief?
- How can I make my game boring to grief?
- Am I ignoring any loopholes?
- Love
- Do I love my project? If not, how can I change that?
- Does everyone on the team love the project? If not, how can that be changed?
- Team
- Is this the right team for this project? Why?
- Is the team communicating objectively?
- Is the team communicating clearly?
- Is the team comfortable with each other?
- Is there an air of trust and respect among the team?
- Is the team ultimately able to unify around decisions?
- Documenting
- What do we need to remember while making this game?
- What needs to be communicated while making this game?
- Playtesting
- Why are we doing a playtest?
- Who should be there?
- Where should we hold it?
- What will we look for?
- How will we get the information we need?
- Technology
- What technologies will help deliver the experience I want to create?
- Am I using these technologies in ways that are foundational or decorational?
- If I’m not using them foundationally, should I be using them at all?
- Is this technology as cool as I think it is?
- Is there a “disruptive technology” I should consider instead?
- Crystal Ball
- What will ____ be like two years from now? Why?
- What will ____ be like four years from now? Why?
- What will ____ be like ten years from now? Why?
- Utopia
- Am I creating something that feels magical?
- Do people get excited just hearing about what I am making? Why or why not?
- Does my game advance the state of the art in a meaningful way?
- Does my game make the world a better place?
- Client
- What does the client say he wants?
- What does the client think he wants?
- What does the client really want, deep down in his heart?
- Pitch
- Why are you pitching this game to this client?
- What will you consider “a successful pitch”?
- What’s in it for the people you are pitching to?
- What do the people you are pitching to need to know about your game?
- Profit
- Where does the money go in my game’s business model? Why?
- How much will it cost to produce, market, distribute, and maintain this game? Why?
- How much money will this game make? Why do I think that?
- What are the barriers to entry in the market for this game?
- Transformation
- How can my game change players for the better?
- How can my game change players for the worse?
- Responsibility
- Does my game help people? How?
- Raven
- Is making this game worth my time?
- Purpose
- Why am I doing this?