Game Design: Theory & Practice 2nd Edition -

: Sam fires a magnetic tether. It only sticks to metallic "Retro-Tech" surfaces. While tethered, Sam’s momentum is preserved, allowing for wide swings.

: Create a one-sentence "vision statement" for the feature itself. For example, in The Suffering , the mantra for the insanity mode was "the creature form must be the best weapon in the game". 2. Document the Feature (Chapter 19) Game Design: Theory & Practice 2nd Edition

: Discuss the idea with the team and sketch basic concepts. : Sam fires a magnetic tether

: Observe unbiased players to see if the feature meets expectations. Example: "The Magnet-Grapple" (Atomic Sam Style) : Create a one-sentence "vision statement" for the

: "The player never touches the ground unless they want to."

: Add final models, textures, and sounds only after it is fun.

To develop a feature using the principles from Richard Rouse III’s , you must move from a central vision (the Focus) to an iterative implementation process where "fun" is the only metric for success. 1. Establish the "Focus"