The Casual/Core Fallacy - Designing for Depth - Extra Credits

ExtraCreditsPublished: July 6, 20161 views
Published: July 6, 2016

The arbitrary division between casual and core game design falls short when predicting the needs of today's players. Old assumptions that core players will want to invest the most time to play the game fully fall apart when we realize both that many traditional "core" players now have busy lives and

Be the first to suggest a tag

    Comments

    0 comments