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| | Gamecraft: Game Design for Formula One |
 | | Briefly, this is a way of thinking about a game, where mechanics are (broadly speaking) the actual rules of the game as established by the designer, which result in the dynamics, which are the (often emergent) tactics and strategies used in playing the game, leading to the aesthetics, the (hopefully enjoyable) experience of the player. |
 | | While watching the final race of the Formula One season, the Grand Prix of China, last weekend, still in the afterglow of the conference, the commentators mentioned that the qualifying format was going to be changed, yet again, next year. |
 | | Because Formula One is a business, there is also the consideration that the sponsors, especially those on the slower cars, did not like that their brands did not get much air time during qualifying (or the race, for that matter). |
| blog.gamecraft.org /2005/10/game-design-for-formula-one.html (1604 words) |
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