Here, we'll follow the instructions in
Learning to "paint" with Legitimation aspects
Ideally, you'll do several Space Jams while you go through this chapter, and learn to use all five of the chapter's design parameters in your games.
Pretext. Is communication expected to be around a shared goal
? Shared topic
? Shared values
? Or do participants have different goals
and seek exchanges? Or is there no set pretext
at all?
Feedback. How do people respond to speech? Do the they like / clap / cheer / review
? Do they friend / follow / join
? Do they thank
? Comment
? Request/buy
?
Pace and Polish. Is the rate of communication fast
or slow
? Are things slowly crafted
? Contemplated
? Or quickly tossed back and forth
?
Selection. Are some players recognized as invited by a trustworthy person? invited
random
Status. Are some participants celebrities
? Are they ranked
somehow? Or is everyone presented as equal
?
This is the best way to build your design imagination.
Once you've made games that cover all five design parameters, you'll have an intuition for what kinds of relationships are possible and what will work in the context of a value that comes up in your design practice. You will have learned to "paint" with relationship types.
Getting Started
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