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The information must be split up and not be
given all at once
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Information should be sorted into categories
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Information should be interactive
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Information should not just be abstract theory.
Add examples of games that use these rules/theories
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Use hyperlinks
We all agree that the information needs to be broken up and
not presented all at once. Our ideas revolve around taking the information and
sorting it into categories. The categories would not only have information but
examples of games that use this information. Then we connect these categories –
like hyperlinks in wiki articles. Then we would present this information in a
sort of dichotomous key. We would start by asking the person what kind of
information they are looking for – player info,
graphics, content, etc – and after a series of questions come up with a
list of categories the person would be interested in.
Nice work with this activity!
ReplyDeleteI am reminded of the opening sequence from a game I used to play when I was younger called "Ogre Battle 64" (Nintendo 1999). The beginning of the game asks the player to answer a load of questions from a key (not dichotomous in this instance but you see where I'm going), the first of which is:
"What dost thou hold within thy sword?"
To which the player can answer:
-Ardor
-Passion
-Vigor
-Talent
-Belief
-Hatred
What's interesting is that these choices, which seem abstract and personal, will go on to effect the outcome of the gameplay by granting different distributions of player starting statistics.
I'm not sure if I'd call it good game design or not, but something about the mystique of choosing your own destiny and having to contemplate these fairly introspective questions really appealed to me, and I still remember it.