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Guidelines

Just like web design has improved over the last years through the formalization of web usability, game design can also take advantage of a few thematic simple guidelines on how to make better games.

Articles

The myth of replayability - 24 July 2006.
Should the ideal game designed to be played forever, again and again? Choosing replayability as a game design objective means according less attention than necessary to the game ending, which is a unique opportunity to give the player a lasting impression of the game.
Random and trial-and-error gameplay - 23 June 2006.
The use of random and trial-and-error gameplay are among the design choices that can make games unfair. It is still ok to use them, but only in specific situations and in any case, the player must be aware of that and not be taken by surprise.
Provide a good, legible and clear interface - 20 June 2006.
Players interact with your game and are rightly entitled to feedback, which is why interfaces are necessary. They do not dispell immersion or consume valuable screen real estate.
Cutscenes and dialogues - 19 June 2006.
How to make cutscenes that work? this articles provide a few guidelines. Cutscenes should have subtitles, the player should be able to skip them and the game should be playable without them.
Let players replay any part of the game they like. - 12 January 2006.
Game makers should encourage replaying by providing flexible replay options, which are an efficient way to boost the value of a game.
I want it now - 3 January 2006.
It is very important to not let players wait, ever.
Do not force players to do things they don’t want to. - 16 December 2005.
Forcing players to behave in a way they haven’t accepted is the open door to frustration.
Do not limit the player’s freedom of action for arbitrary reasons - 16 December 2005.
Inventory management Fact. This combination of words is usually not associated with anything good. It’s often synonym of constraints, wasted time, and frustration. Constraints, in themselves, are not necessarily a bad thing: they can be seen as the rule of a game. But frustration is.
So let’s take a look at two inventory management systems: that of Ultima VII, and that of Resident Evil. Both were mainstream, successful games, and as such, represent more the zeitgeist than the individual (...)