Heidi McDonald
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I just gave a virtual talk to Tentacle Zone, an incubation program from Payload Studios in the UK. It's always great to meet new designers! The topic I chose was Choice Design. Here is my list of "Rules of Thumb" for good Choice Design...🧵
11:16 AM - Mar 22, 2023
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Heidi McDonald
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In response to Heidi McDonald.
1. Always include a prompt. It sets up the stakes for the choice and cues the player that a choice from them is imminent.
11:16 AM - Mar 22, 2023
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Heidi McDonald
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2. Options are all of the same type. This means all options should be actions, or all options should be dialogue. Don't mix these within the same choice.
In response to Heidi McDonald.
11:16 AM - Mar 22, 2023
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Heidi McDonald
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In response to Heidi McDonald.
3. Options all make sense in that moment. Every option you give a player within a choice should relate to the game moment it is affecting.
11:17 AM - Mar 22, 2023
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Heidi McDonald
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In response to Heidi McDonald.
4. Options are different enough from each other. Sometimes, writers offer choices that are essentially all different ways of saying the same thing. Don't do that. Make the options different.
11:17 AM - Mar 22, 2023
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