Jesse Schell's book is a great read beyond game design.
Thanks for the other links.
To leave something in return, here's something I read the other day and kept thinking about it (I'm designing on a PvP motion based game)
"In competitive games, there is little more valuable than knowing the mind of the opponent, which the Japanese call “yomi.”
As a side note, I would even argue that the “strategic depth” of a game should be defined almost entirely on its ability to support and reward yomi."
The Yomi Layer concept is a reminder that moves need to have counters. If you know what the opponent will do, you should generally have some way of dealing with that.
Thanks for the other links.
To leave something in return, here's something I read the other day and kept thinking about it (I'm designing on a PvP motion based game)
"In competitive games, there is little more valuable than knowing the mind of the opponent, which the Japanese call “yomi.”
As a side note, I would even argue that the “strategic depth” of a game should be defined almost entirely on its ability to support and reward yomi."
The Yomi Layer concept is a reminder that moves need to have counters. If you know what the opponent will do, you should generally have some way of dealing with that.
https://www.sirlin.net/ptw-book/7-spies-of-the-mind