Gameplay – 30/30/30 rule

1 09 2009

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.

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