Game Design: — Theory & Practice 2nd Edition

: "The player never touches the ground unless they want to."

: Add the actual mechanics (combat, puzzles, etc.). Game Design: Theory & Practice 2nd Edition

: Create a one-sentence "vision statement" for the feature itself. For example, in The Suffering , the mantra for the insanity mode was "the creature form must be the best weapon in the game". 2. Document the Feature (Chapter 19) : "The player never touches the ground unless they want to

: Discuss the idea with the team and sketch basic concepts. in The Suffering