@baconman I'm thinking of saving the presentations for private get-togethers (hang-outs) and making it more casual with the more professional people
Don't do that. No one wants to "hang out" and then have their job explained to them, especially not by the new kid. You should really pay attention to what mewse told you.It's okay to hang out with your coworkers and talk about game design but instead of trying to impress them try asking them their thoughts and let them impress you. They're the ones with the experience and they can probably teach you a lot you don't already understand.
And there is a lot you don't understand, vilheim3, which I know because I am reading your list of techniques right now.
You write "completist" when what you mean is completionist.
You make a lot of assumptions and say a lot without backup.
Quote
Players will want to explore the whole world because of how interesting each new world is.
You haven't explained what makes the world interesting to begin with. Why are you so certain the player will want to do anything? I hope you don't think it's because of powerups. I don't like searching for powerups because while I'm searching for them I'm not playing the game anymore, I'm playing a different game and it's called "Boring Treasure Hunt".Quote
If you've played any good adventure/RPG game that has a lot of content, by the time you've completed the game, you'll be exploring even more, leveling even more, to do absolutely everything you can in the game.
Actually when I am playing an RPG by the end I'm exploring less because I don't care anymore. The rewards of exploration have become smaller than the tedium of doing the actual exploration.Quote
The easiest way to lengthen play time...
Extending playtime through artificial means like making a list of items to find does not make a good or fun game, nor does it make a game worth playing.Quote
When you think popular MMORPG, you think..
.Don't tell me what I think. I know what I think. (It is a bad writing technique to tell your audience what they think, even if it's just hypothetical.)
Quote
Well obviously if it's got such long play time, it's doing something right, right?
No, it isn't. Length of play does not equal quality.Quote
Course they are, MMORPG's that are good, are simply addicting.
You keep talking about making things addicting like it's something desirable. Making a game addicting is a cheap, and I think unethical, way to design a game since it psychologically manipulates people into thinking they're having fun long after the fun has gone away. Games shouldn't be addicting they should be fun and there is a huge difference between the two. If you want to be addicting go be a drug dealer, don't make games.You talk a lot about completion lists, and skill trees, and branching paths and these are all just artificial ways of making a game seem longer not actually make it more fun to play.
Here's a link to a short blog post at Wolfire, the guys that made the indie game Lugaru. It's about leveling up versus having the player increase his own skill naturally.
http://blog.wolfire.com/2009/09/character-stats-vs-player-skill/
In that blog post I found a link to another Wolfire post that you should read:
http://blog.wolfire.com/2009/07/creating-the-illusion-of-accomplishment/
There are more posts out there on these topics (EDIT: written by other people in the game design community) but I happened to find these.
Ultimately, you should follow mewse's advice. Don't try to impress anyone; don't try and show them how much you know about game design. Just work hard and eventually you'll be one of them.
this guy