Ludotronics

A Comprehensive Game Design Methodology
From First Ideas to Spectacular Pitches and Proposals

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Why not Amazon? For one, illustrated non-fiction isn’t well-suited for the Kindle format. Also, at a €14.99 price point, Amazon’s cut amounts to €9.75. Well, no.

Phase 03
Welcome to the Procedure Phase!

Preparation Phase Introduction

Introduction

The idea of employing both a theme and design goals to create great video games is anything but new. In 1982, in The Art of Computer Game Design, Chris Crawford goes out of his way to stress the importance of both “topic” and “goal” to “establish the fantasies that the game will support and the types of emotions it will engender.” This illustrates very well the key aspects of what we will call “theme,” “design-driven goal,” and “desire-driven goal” in Ludotronics parlance.

This phase will lead you to the upper, or northern, part of the Ludotronics map, to the perimeter labeled Thematic Unity. It will introduce you to the principle and the importance of establishing thematic unity and a holistic goal. From there, it will guide you through the procedures of developing three things that will support design decisions later in the Process phase: your theme and related motifs; your design-driven goal that corresponds to your synopsis; and your desire-driven goal that corresponds to your vision statement.

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