3 is a magical number. The 30/30/30 rule can also be applied in game design as well. A well designed game will always care about the player experience along their progress in game.
For example of a Role Playing Game (RPG) will always look at the narrative side using the 30/30/30 rule and see if it brings excitement to the player experience.
30 Min:
- Teach gameplay
- Frictional context
- HUD / control (interface)
- Character customize
- Short story arcs
30 Hrs:
- Story -> Engage -> Compiled by the story
- PVP (Player vs. Player) -> Competition -> Co-op -> Guilds -> Cities -> Dependency -> Hanging out
- Exploring the environmental varience
30 Days:
- Investment -> Quality subjective
- End of game -> Beyond (itmes, towns, guilds) -> Persona/Ego/Esteem
- Bragging rights!!
The 30/30/30 rule can also be applied investing departments in a game, a really solid game would require these three departments:
- Artist – The outter shell of the game
- Programer – The inner structure of the game
- Game Designer/Producer – The heart of the game
And when managing a project, we will also look at the 30/30/30 rule:
- Time
- Quality
- Budget
Within the balance of the 30/30/30 rule, sometimes the management team will need to come up with the most effective, and efficient plans for the direction of the project.