Game Design Zen
Game Design Zen
Game Design Zen
GDZ 001 : How much is enough? The Paradox of Choice for Game Design
35 minutes Posted Aug 9, 2015 at 9:16 pm.
The Paradox of Choice
Psychology – Barry Schwartz
Why Do We Care
Why Rift StruggledÂ
Impact of Paradox of ChoiceÂ
Impact to Flow
Rule of Thumb : 3
Zen Spot – Permanence
0:00
35:41
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Show notes
Game Design Zen : Episode 001
How much is enough? With Sid Meier defining games as a series of interesting and meaningful choices, we often stuff in as many choices as possible! In this episode we explore World of Warcraft and Rift, to show WHY the Paradox of Choice matters. We discuss how to design to avoid option paralysis, postponing decisions, and regret. We introduce flow, permanence, and practical tips we can apply today.
The Paradox of Choice (
01:00) – Sid Meier
Psychology – Barry Schwartz (
03:20)
Why Do We Care (
04:00) - Wow vs Rift
Why Rift Struggled (
11:45)
Impact of Paradox of Choice (
14:28)
Option Paralysis
Postpone Decisions
Regret
Impact to Flow (
17:30)
Rule of Thumb : 3 (
19:50)
Simplification
Zen Spot – Permanence (
24:00)
Opportunity Cost
Limited Impact
Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for all things Game Design including the science, art, and business of developing better games. There is always room to level up.