If you catch yourself frequently watching archived GDC videos on youtube, you may recognize the author of this book. He did a talk called 30 Things I Hate About Your Game Pitch which was an entertaining overview of all the most common mistakes from developers pitching their games.
His book, The Aesthetic of Play, examines the framework of play in games, and provides a set of tools “to help us analyze games and game designs and identify ways in which they succeed or fail.”
One of my favorite chapters is on the power of anticipation within play.
It points out that many turn based strategy games actually have little physical time spent interacting with the games play space. Players can only have a few minutes out of an hour in which they are interacting with the game, like in chess.
Anticipation is a form of play in itself. Thinking about the next move is just as important, and in most cases, more important than the physical interaction with the play space.
What is the key to anticipatory play? The constraints defining the play space need to be easy to internalize, and the players must be given adequate time to learn them.
[…] Last week I asked two questions: […]