Designing A Better Game Part 2: Immersion, Fluidity, and Intuition

Every game has a goal. You may not know what it is, but the person(s) who designed the game certainly does. I’m not just talking about goals that are expressed to the player (conquer this realm, free the princess, retrieve the ancient sword). Design goals are a different beast; they guide game designers as they create the world we end up navigating with our controllers.

Goals remind designers of the kind of experience they’re trying to create and the type of response they hope to get from players.

So let’s establish some design goals for our game, shall we?

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