|Session Name||Interesting Decisions|
|Company Name(s)||Firaxis Games|
|Track / Format||Game Design|
Long, long ago at a GDC far, far away, I introduced the idea that a useful way of looking at gameplay is as "a series of interesting decisions". This comment has since taken on a life and identity of its own and appears irregularly in theoretical discussions of game play and game design. While I have referred to it on occasion in game design talks, I've never really drilled any deeper into this idea. I propose to examine what types/categories of decisions are inherently interesting. How to we recognize or add these types of decisions, how do we maximize their interest, how does pacing affect decisions. What types of information and feedback are essential to fully immerse the player. Using examples from widely known games we'll examine how interesting decisions can improve your game designs in a way applicable to a wide variety of game types.