<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Game Design on Enrico Rossomando</title><link>https://www.mrred.it/category/game-design/</link><description>Recent content in Game Design on Enrico Rossomando</description><generator>Hugo</generator><language>en-gb</language><lastBuildDate>Tue, 22 Sep 2015 15:58:43 +0000</lastBuildDate><atom:link href="https://www.mrred.it/category/game-design/index.xml" rel="self" type="application/rss+xml"/><item><title>Game design vs UX design</title><link>https://www.mrred.it/game-design-vs-ux-design/</link><pubDate>Tue, 22 Sep 2015 15:58:43 +0000</pubDate><guid>https://www.mrred.it/game-design-vs-ux-design/</guid><description>&lt;p&gt;&lt;strong&gt;Raph Koster&lt;/strong&gt;, game designer di giochi come &lt;strong&gt;Ultima Online&lt;/strong&gt;, &lt;strong&gt;Star Wars Galaxies&lt;/strong&gt; e scrittore del famosissimo libro &lt;strong&gt;&amp;ldquo;A Theory Of Fun&amp;rdquo;&lt;/strong&gt; ha scritto un post breve e molto interessante confrontando Game Design e UX Design. Cito due tra le frasi che più mi hanno colpito:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;UX design is about removing problems from the user. Game design is about giving problems to the user. UX is about clarity that hides complexity, and game design is about clarity that teaches complexity.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Ecco il link all&amp;rsquo;articolo: &lt;strong&gt;&lt;a href="http://www.raphkoster.com/2015/06/29/game-design-ux-design/"&gt;Game design vs UX design&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;</description></item><item><title>10 ragioni per non giocare a Candy Crush</title><link>https://www.mrred.it/10-ragioni-per-non-giocare-a-candy-crush/</link><pubDate>Sat, 21 Sep 2013 15:56:34 +0000</pubDate><guid>https://www.mrred.it/10-ragioni-per-non-giocare-a-candy-crush/</guid><description>&lt;p&gt;&lt;a href="http://www.youtube.com/watch?v=2GXYcaUjCSE"&gt;http://www.youtube.com/watch?v=2GXYcaUjCSE&lt;/a&gt; 10 ragioni per non giocare a Candy Crush oppure… 10 consigli per fare un gioco di successo&lt;/p&gt;
&lt;p&gt;(Source: &lt;a href="http://www.youtube.com/"&gt;http://www.youtube.com/&lt;/a&gt;)&lt;/p&gt;</description></item><item><title>9 Tips for taking your Game to the next Level</title><link>https://www.mrred.it/9-tips-for-taking-your-game-to-the-next-level/</link><pubDate>Sun, 14 Jul 2013 21:13:00 +0000</pubDate><guid>https://www.mrred.it/9-tips-for-taking-your-game-to-the-next-level/</guid><description>&lt;p&gt;&lt;a href="http://blog.mrred.it/logdaily/wp-content/uploads/sites/41/2013/07/HeroEngine_GoodGaming_Revised_72.png"&gt;&lt;img alt="9 TIPS FOR TAKING YOUR GAME TO THE NEXT LEVEL" loading="lazy" src="http://blog.mrred.it/logdaily/wp-content/uploads/sites/41/2013/07/HeroEngine_GoodGaming_Revised_72-650x3049.png"&gt;&lt;/a&gt; 9 TIPS FOR TAKING YOUR GAME TO THE NEXT LEVEL Every game is different, but they all share similar critical qualities. Understanding what those qualities are and ensuring that your game has them is essential for making a title that is fun to play, engaging and will maintain popularity over time. - See more at: &lt;a href="http://www.heroengine.com/2013/07/9-tips-for-taking-your-game-to-the-next-level/#sthash.myXkRAgi.dpuf"&gt;9 tips for taking your game to the next level&lt;/a&gt;&lt;/p&gt;</description></item><item><title>F2P tips and tricks: the energy</title><link>https://www.mrred.it/f2p-tips-and-tricks-the-energy/</link><pubDate>Sat, 29 Jun 2013 08:07:00 +0000</pubDate><guid>https://www.mrred.it/f2p-tips-and-tricks-the-energy/</guid><description>&lt;p&gt;L’energia, le vite, i cuoricini, i credits, il carburante, chiamatela pure come volete ma è uno dei &lt;strong&gt;&amp;ldquo;tricks&amp;rdquo;&lt;/strong&gt; più utilizzati nei giochi F2P per &lt;strong&gt;&amp;ldquo;limitare&amp;rdquo;&lt;/strong&gt; (che brutta parola…) il giocatore e innescare quel meccanismo che ti permette di chiedere soldi o condividere con i tuoi amici il gioco a cui stai giocando (che equivale a chiedere soldi…).&lt;/p&gt;
&lt;p&gt;&lt;img loading="lazy" src="http://media.tumblr.com/c5315d198181d55aff46b5e73c5edaa0/tumblr_inline_mp5bcf4glb1qz4rgp.jpg"&gt;&lt;/p&gt;
&lt;p&gt;L’energia ha diversi ruoli fondamentali all’interno di un gioco, che non si limita solo a stimolare lo sharing o farti spendere soldi per continuare a giocare, ha un ruolo fondamentale anche nell’economia del gioco perché, di solito, regola il numero di partite che puoi fare in un certo lasso di tempo.&lt;/p&gt;</description></item><item><title>All4games by Aesvi: i videogiochi nascono dalla passione</title><link>https://www.mrred.it/all4games-by-aesvi-i-videogiochi-nascono-dalla-passione/</link><pubDate>Fri, 28 Jun 2013 22:28:05 +0000</pubDate><guid>https://www.mrred.it/all4games-by-aesvi-i-videogiochi-nascono-dalla-passione/</guid><description>&lt;p&gt;&lt;a href="http://www.youtube.com/watch?v=oClFtXP92Ps"&gt;http://www.youtube.com/watch?v=oClFtXP92Ps&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;All4games by Aesvi: i videogiochi nascono dalla passione (di &lt;a href="http://www.youtube.com/watch?v=oClFtXP92Ps&amp;amp;feature=share"&gt;AESVI&lt;/a&gt;)&lt;/p&gt;</description></item><item><title>How to ask someone out: Dating Strategies for Player Retention</title><link>https://www.mrred.it/how-to-ask-someone-out-dating-strategies-for-player/</link><pubDate>Fri, 08 Mar 2013 22:25:00 +0000</pubDate><guid>https://www.mrred.it/how-to-ask-someone-out-dating-strategies-for-player/</guid><description>&lt;p&gt;&lt;strong&gt;John Cheng&lt;/strong&gt; di &lt;strong&gt;Playnomics&lt;/strong&gt;, scrive tre guest post sulla &lt;strong&gt;retention&lt;/strong&gt; dei giocatori, facendo un divertente parallelismo con le tecniche più comuni per conquistare una donna.&lt;/p&gt;
&lt;p&gt;Affascinare e mantenere i giocatori sula gioco nelle prime sessioni è fondamentale per un engagement a lungo termine. Infatti la metrica &lt;strong&gt;&amp;ldquo;Early Lifecycle Retention&amp;rdquo; (definita come il numero di sessioni giocate nei primi 7 giorni dalla prima sessione)&lt;/strong&gt; è il parametro più efficace per predire l’engagement a lungo termine dell’utente. Nelle prime sessioni, infatti, il giocatore si farà un’idea di come giocare e darà forma alla “&lt;strong&gt;prima impressione”&lt;/strong&gt; che è di fondamentale importanza per scegliere se continuare o meno a giocare.&lt;/p&gt;</description></item><item><title>Target the emotional brains of your players!</title><link>https://www.mrred.it/target-the-emotional-brains-of-your-players/</link><pubDate>Thu, 07 Mar 2013 16:32:20 +0000</pubDate><guid>https://www.mrred.it/target-the-emotional-brains-of-your-players/</guid><description>&lt;p&gt;&lt;strong&gt;Nicholas Lovell&lt;/strong&gt; stila una serie di regole da tenere in considerazione durante lo sviluppo di un gioco &lt;strong&gt;Free2Play&lt;/strong&gt;, ecco la regola numero 10: &lt;em&gt;&lt;strong&gt;Have pizzazz, not polish: Free-to-play Design Rule 10&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;AAA developers have a habit of looking at free-to-play games and saying “The graphics look rubbish on that. Just wait until a proper game maker has a go. We’ll show them what a proper game looks like.”&lt;/p&gt;
&lt;p&gt;Then they make a game and it falls flat on its face.&lt;/p&gt;
&lt;p&gt;That’s because AAA developers focus on polish, not pizzazz. They target the rational brains of their players, not their emotional hearts. They are putting their development effort in the wrong place.&lt;/p&gt;</description></item><item><title>Apps for children: An App Reviewer’s Wish List</title><link>https://www.mrred.it/apps-for-children-an-app-reviewers-wish-list/</link><pubDate>Sun, 03 Mar 2013 15:40:06 +0000</pubDate><guid>https://www.mrred.it/apps-for-children-an-app-reviewers-wish-list/</guid><description>&lt;p&gt;Le app per bambini sono sicuramente un argomento molto complesso e non banale come si potrebbe pensare dopo uno sguardo superficiale ad una di queste applicazioni.&lt;/p&gt;
&lt;p&gt;In quest’articolo &lt;strong&gt;Cynthia Chiong&lt;/strong&gt;, scrittrice del blog &lt;a href="http://childrensappreview.blogspot.it/"&gt;&lt;strong&gt;“A Matter of App” (A children’s educational app review blog)&lt;/strong&gt;&lt;/a&gt;, stila una wish list di caratteristiche da tenere bene per questo genere di applicazioni.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;THE BIG 5-0. Fifty reviews, that is. Woo-hoo! This has been quite a learning process for me. I started out with the goal of seeing what’s out there in the app world for kids, and I must admit that my goal has shifted a bit now to seeing what I want to be out there. As a result, I’ve been setting the bar higher. I’ve barely given out any 5 star ratings – just five in all. I’d love to be giving out more! So instead of doing a “best of” list to celebrate the big 5-0, I thought I’d do more of a Top 5 Wish List – things I’d like to see more of:&lt;/p&gt;</description></item><item><title>Su quale genere mi oriento per il prossimo gioco da implementare?</title><link>https://www.mrred.it/su-quale-genere-mi-oriento-per-il-prossimo-gioco-da/</link><pubDate>Wed, 27 Feb 2013 17:54:00 +0000</pubDate><guid>https://www.mrred.it/su-quale-genere-mi-oriento-per-il-prossimo-gioco-da/</guid><description>&lt;p&gt;In quest’articolo vengono mostrati i 10 generi più giocati su Facebook. Fanno da capolista i &lt;strong&gt;Farming Games&lt;/strong&gt; che con l’aiuto di Farmville 2 vola in prima posizione, non molto distanti, solo in settimana posizione, i &lt;strong&gt;Strategy and Combat Games&lt;/strong&gt; che risultano essere i più redditizi.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;With a total of &lt;strong&gt;7.572.831 DAU&lt;/strong&gt;, Strategy and Combat games come in at seventh place.  &lt;strong&gt;This genre sees fairly high monetization rates and the top game&lt;/strong&gt;, Social Empires, sees Spanish developer Social Point get a look-in.  The Poker genre holds sixth place with Zynga’s Texas HoldEm game claiming in excess of &lt;strong&gt;6 million daily active users&lt;/strong&gt; (DAU), almost 5 million more than its second placed rival.&lt;/p&gt;</description></item><item><title>Tutotorial? Mega Man Classic vs. Mega Man X</title><link>https://www.mrred.it/tutotorial-mega-man-classic-vs-mega-man-x/</link><pubDate>Mon, 11 Feb 2013 08:43:25 +0000</pubDate><guid>https://www.mrred.it/tutotorial-mega-man-classic-vs-mega-man-x/</guid><description>&lt;p&gt;&lt;a href="http://www.youtube.com/watch?v=8FpigqfcvlM"&gt;http://www.youtube.com/watch?v=8FpigqfcvlM&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Se state pensando a come sviluppare il tutorial per il prossimo gioco questo video potrebbe darvi qualche suggerimento su come procedere nel design e nell’implementazione.&lt;/p&gt;
&lt;p&gt;Se invece pensate che questo discorso non si possa applicare al genere di gioco che state sviluppando vi farete solo qualche risata :)&lt;/p&gt;
&lt;p&gt;Grazie a &lt;a href="https://twitter.com/egoraptor"&gt;@egoraptor&lt;/a&gt; :)&lt;/p&gt;
&lt;p&gt;(Source: &lt;a href="http://www.youtube.com/"&gt;http://www.youtube.com/&lt;/a&gt;)&lt;/p&gt;</description></item></channel></rss>