ABSTRACT

The creators of these games did not follow a particular methodology. They noticed something that bothered them about the feel and tried different implemen­ tations until it felt better. Coming at it from a more structured place, we can look not only at the decisions they made inside their specific games, but make gener­ alizations about why this worked the way it did and how it can be applied to all games. That's the idea, anyway. We want to understand the principles underlying these decisions outside of the context of specific games.