This article is really a poor analogy of what game design SHOULDN'T be. At least, if you want to create an original game. If all you want is to create another FPS with the same controls as all the other FPSes, then this analogy MIGHT work. But game design should be an art, and creating novel experiences should be far more emphasized. For instance, the game CargoBot is an excellent ipad game with NONE of the elements described here.
The analogy reminds me of Shrek. Ogres have layers, so they're like onions, which have layers, but not like cakes that have layers? I think the article would have been fine without that analogy, and just dove into the relationship and differences between the 'layers'.
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