Week 1: What would be a good way to include chaos theory without the player realizing?
Would including chaos theory in multiple ways in a game work well?
Week 2: Could play testing a game to the public be a good was to advertise it?
Week 3: Can chance really work well in a coperative game?
Is there a way or type of chance that game developers could control or manipulate to a certain degree?
Week 4: A simple way to ease a player into a game is a tutorial, but is there a way to dumb it down so the player feels as if they have completed a massive challange?
Week 5: What would be a good way to make the player think that they are lucky in a game?
Is luck another form of chance?
Week 7: What is a good game constraction?
Would learning what kindf of players play a game you have made be a good way to improve said game?
Week 8: Would games about other real places or subjects work just as well as sim city?
Week 9: In a three player problem there can only be a few outcomes and solutions, the first being two players could gang up on one player and then when that player is out of the problem they will fight each other, or there could be a comon goal they could work together to acheive.
Week 10: What could be a good way to implemeant "meaningful play"? maybe a core mechanic that all the players must master and overcome? or a comon goal they all work together to acheive and when they do feel that they have acheived something meaningful or gained that throughout the game.
week 11: Is it ok to reimplemeant previously cut mechanics? would that effect the game in a negativly way?
Lloyd Clasby 209907