As DECISÕES nos Jogos de Tabuleiro
There's a fundamental difference between taking an action and making a decision, and understanding this can completely change how you design board games. In this video, I explore one of the most important concepts in game design: why players can be very busy and not very engaged at the same time. Sid Meier's quote that defines modern game design The Winner's Paradox: why rewarding the winner can destroy the game Raph Koster's action structure (A Theory of Fun, 2004) Barry Schwartz's Choice Paradox: why more options can mean less decision-making The 4 bad types of decisions in board games • Execution Decision • Obvious Decision • Blind Decision • False Decision References: Sid Meier - GDC 2012: "Interesting Decisions" Raph Koster - A Theory of Fun for Game Design (2004) Barry Schwartz - The Choice Paradox (2004) Mihaly Csikszentmihalyi - Flow: The Psychology of Optimal Experience (1990) Katie Salen & Eric Zimmerman - Rules of Play (2003) Ian Schreiber - Game Design Concepts (gamedesignconcepts.wordpress.com) 🎲 WHO IS THIS VIDEO FOR? This content is for beginner and experienced board game designers and players who want to understand the theory behind what makes a game truly engaging. If you've ever felt that your game has interesting mechanics but the players seem to be on autopilot, this video is for you. Also relevant to: eurogame designers, worker placement, deck-building games, strategy games, and anyone interested in psychology applied to game design.

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