CCP Soundwave provided us with a selection of 6 from the claimed 9 principles that govern EVE Online (and presumably DUST 514) game design.
- No game should be more complex than it absolutely needs to be to meet its goals.
- A good feature can be based on positive or negative player interaction.
- Other players will always be more interesting, for longer, than designed experiences.
- Every system should affect, and be affected by, the wider world of the game.
- Here are the tools, do something cool with them.
- The social experience is more important than practical system balance; the interaction between winners and losers is more interesting than mechanical equality.
- Interactions should be about reaching and touching, more than reading numbers.
- Things in the world need to make sense.
- Players are not entitled to success. There should be an achievement mountain, with players able to find their level and strive to be better.
These are design principles that I can very strongly agree with. I have posted them here so I can refer to them when I come up with my next bizarre idea for tweaking the EVE universe.
Update: a longer article about these principles over here:
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