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| | The Escapist : Game Design Sketchbook: Perfectionism |
 | | At the end of the game, if players continued holding down the movement keys as the title screen faded in, a new game would be triggered very quickly by their unwitting key presses, barely giving the players a chance to notice that their first game had ended. |
 | | In designing a game to explore this issue, I thought about players tweaking some set of game objects toward a goal, but forcing them to decide how far toward the goal they needed to go. |
 | | If we give the players multiple sets of game objects and goals, and force them to divide their limited time among these "subprojects," they will need to make interesting decisions about which projects to polish, which to leave flawed, in which to skip completely. |
| www.escapistmagazine.com /articles/view/editorials/gamedesignsketchbook/3018-Game-Design-Sketchbook-Perfectionism (734 words) |
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