If immersion is the goal, "Who would want to be entertained if they genuinely believed they were Uncharted Nathan Drake, always on the precipice of dangerous structures and at the mercy of gunfire?"
Instead, rather than try to chase this goal of immersion, we should focus on attention in the vein of flow theory (cf. Jenova Chen).
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"A game can have feel without being balanced, polished, or original!"
The goal is to let combat be a reward in itself without relying on loot drops, level ups, or doors unlocking to feel good.
Feel gets mixed with feedback not unlike immersion & attention.
1.) How you convey an attack's effects to set expectations! e.g. SFX, VFX, animation to tell what's hard-hitting or long-range, e.g. bassy boom and slower speed for weight.
2.) How you know you've hit, beyond a foe's HP bar--observing a physical stagger, etc.
3.) How well you hit them, which may vary between weapons (e.g. sniper headshots).
4.) Avoid HP values that lack design thought, e.g. shmup-popcorn vs. a sponge with puzzle/tactical approach elements baked in (see the Darknuts from Wind Waker).
5.) How you convey when a foe dies with clarity!
When we talk about game "feedback" it often boils down to a game's rewards and/or punishment setup.
"Feedback's goal is to incite the player to interact via some Action!" - RGD
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Requires a pertinent gameplay resource to put at risk!
Without the threat of change such as that, there is no risk.
-- Sakurai: "Risk as close as possible to the zone for Reward," e.g. Mario's jump vs. Kirby's flight.
http://raum.pbworks.com/f/Toyplay+&+Goalplay+MSc+Thesis.pdf
- Levels of Threat in Toyplay
Totten's Corridor: if you as a player enter a hallway at the middle with bones at one end and a plain door at the other, would you put yourself at greater risk for greater reward?
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Pillars are neither the icing nor the flavoring over the UX -- they ARE the UX. They can be good in separation but they'll never be great until they work together.
AKA cohesive, coherent, consistent like with Kasavin on atmosphere. Hence why I equate "tight" design and "pillar-driven design."
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Downwell: let one thing shine through all the facets of your game, and make the game you want to play...
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Rami: ..and let that thing be what's different/strange about what you do.
(---> FIREFLY LOGO!)
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This one comes from an academic paper made in large part by the developer of Canabalt. It can be found at https://www.academia.edu/1108618/Towards_Minimalist_Game_Design.
"to allow for high-level activities [core loop(s)] that consist of a small set of rearrangable micro-mechanics."
(Since this is a core vision that unites all the points in below slides, that's why I'm keeping it separated into UX, rather than interleaving each discipline's slide into the earlier stage and stage-step slideshows.)
"Tight coupling" is one technique to achieve this, at the cost of needing more design iterations to balance the coupled systems (e.g. your size is your health/life in Osmos, your x-position is your time-position in Braid). This cost obviously works better in minimalist games, because they are defined by having fewer rules and mechanics, resulting in less combinatorial complexity.
"Analyze the control scheme of a game as discrete/continuous I/O, and use the level of discretization as a balancing/tuning parameter. In our experience, discrete schemes have a tendency to be more accessible and map to a wider variety of hardware devices, without compromising on depth of player expression."
Non-photorealistic or otherwise stylized, at most. Like infographics and reductionist art, success here depends on how you map the system state to a visual representation such that players can interpret your game. First, you have to decide how much of the system's black box to show (similar to encapsulation in OO programming), and second the choice of visuals you use to show those details (with reference to the Heider-Simmel test for animations). In particular, minimalist games tend to leverage the increased capacity that abstract art has to provide high amounts of contrast without causing the uncanny valley effects that photorealistic visuals would suffer.
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Minimalism in the late Chuck Jones: "Use the smallest possible facial gestures to get laughs." --> Apply on pixel art?