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I'm not sure if the principles of industrial design are applicable to game design.
It's late, but I have to follow up on this: There really are no existing principles of Game Design- at least none that are consistently agreed upon and upheld by the industry. We've been faffing about for the past 30-50 years trying to develop some, and we really haven't.
So why Industrial design principles? Because at the end of the day, design is about making functional things. Industrial principles apply because a game text is a technical manual, not a novel. It has to explain very complicated things in straight-forward, distinct and memorable ways, then be repeatedly used as a reference-guide. It cannot afford to be an art-piece, despite many game-creators considering themselves the next Tolkien.
I tried reading Nobilis, for example. Operative word- tried.
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