The Game Designer’s Toolbox: User stories, or how to help a player get a grasp of new content
A professional game designer always has some tools and tricks for thinking every game detail through up their sleeve. But it won’t be enough if you want to tell the players about some new content: be it a new character, an ability, or a weapon.
How will the player know it’s out? From a newsletter? A pop-up? Or maybe from social media? Do we know how to motivate the player to use it? And where do they get it? Put yourselves in the player’s shoes, look at all of the elements, and get your answers to these questions. That’s called making a user story.
Our producer Anatoly Shestov told how to make user stories, what are the steps in this process, and how to use it properly.
Five years on: Pixonic on keeping the War Robots runningMay 16
Pocket Gamer and our producer Oleg Poroshin discuss the projects five-year anniversary
Five years of War RobotsApril 24
What was done in a year: new content and an infographic for the 5th year of the project’s growth
Your Inner Fish That Wants to Play: What Anthropology Has to Say about GamesDecember 4
Our Project Manager's article for Gamasutra