Skip to Main Content
Casual Game Design
book

Casual Game Design

by Gregory Trefry
January 2010
Intermediate to advanced content levelIntermediate to advanced
400 pages
9h 6m
English
CRC Press
Content preview from Casual Game Design
112
CHAPTER FIVE
SORTING
to life. But designers need to remember that this randomness can be a blessing
and curse for the player. A player can only do so much to counteract the random
pieces dropped in his or her lap. Randomness disrupts the player’s perfect pattern.
Nowhere is this more evident than in sorting games. No one is surprised when they
roll a seven in craps. It’s expected. The game is nothing but randomness. And we all
know that seven is the most likely number to roll with two dice. But sorting games
are about order. So when a random number drops in and throws off the pattern, it
can feel especially punishing to players. It ruins the order the player worked so hard
to create. Worse yet it can feel unfair. And you want to avoid ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Fundamentals of Puzzle and Casual Game Design

Fundamentals of Puzzle and Casual Game Design

Ernest Adams
Game Design Secrets

Game Design Secrets

Wagner James Au

Publisher Resources

ISBN: 9780123749536