Hi guys, I just recently posted and thought I would share some of my current work and see what thoughts you folks may have to contribute.
So a short backdrop to why the question presented below is so valuable to me. Recently I looked for ways to decompress from school. I am undertaking a titanic work load and no longer get to leave the house much or even see my wife. With both of us hard at work and so many goals waiting to be met I returned to game design as a method of relaxation.
As I am sure many of you that have been doing this for years, or decades, most assuredly have observed breaks alter or enhance perspective. When a break of a few days or months is taken perspectives change and the scope of a project can become far more digestible. I ended my long absence from design after only 4 months but I assure you it seemed like an eternity.
The QUESTION then. While I am more than happy with my knowledge about design and mechanics concerning my particular flavor of games I am always looking for new ways to research "solutions" in game design. The topic I have dedicated myself to for the next few months is "Barriers"
Specific Definition: The barriers that prevent players from returning to a game after playing or becoming familiar with it. The barriers that prevent players from playing a game when given an initial chance (assume the conditions were favorable..say...bored..perky..well fed..and no distractions).
While there are a HOST of common or obvious answers (and indeed books devoted to those more mundane reasons). I am more interested in YOUR personal insights.
This is a VERY broad topic so do yourself a favor and read the posts of others. It will prevent repetition and contribute greatly to the overall value of this topic.
On my own I have come up with some fairly interesting thoughts on the idea of player recruiting/retention but I'm absolutely certain you folks have insights into the matter I have not yet considered.
Please, share, and thank you.
E
dabuel "Boring theme - but this may be overcome by good game mechanics."
Could you present us with some instances of this? Perhaps one example and why you felt this way? I don't want to distract from the main question here but that is an excellent point and hotly contended amongst designers. There is no right or wrong answer here. I am just interested on your thoughts on the matter.
I.E.: Some would claim that the THEME, artwork and game materials, is the key to success. Others claim that nifty rules and reflexive game play are the core of any good game.
Thanks
E