jim.shamlin.com

The Designer Creates an Experience

Do not focus on the props involved in a game - they are the most readily observed, but ultimately the least important. The goal of the designer is to create an experience - and often, the experience that the player gains has very little to do with the visible elements (kids playing sandlot baseball versus professional athletes: who has the best equipment? Who is having the most fun?)

The author gets a little Zen with this: "the game is not the experience, the experience is created by the game," then spends a while untangling his own riddle. How very clever. I think it was best said above.

An interesting sound bite is that "all that's real is what you feel" - meaning that after the game is over, the user's feeling about their experience, their impression that they carry forward, is far more important than any other detail.

Experience design is not unique to games. Anyone who designs anything is creating an experience - and if he does it well, he is more focused on the experience than the object itself.

He spends a bit of time talking about three fields that are concerned with experience: