Month: April 2012

Loops and Arcs

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Here are two tools I’ve been using lately to better understand the functionality of my game designs.  The first is the loop, a structure that should be very familiar to those who have looked into skill atoms.  The second is the arc. Loops The ‘game’ aspect of this beast we call a computer game always involves ‘loops’. The player starts with a mental model that prompts them to… Apply an action to… The game system […]