Abstract design concepts
Seems that speed's abstract design concept is pretty limited as it's a really simple game.
1. there's immediate n direct feedback from players' actions
(win cuz u were quick enough.. there's no strategy... guess i can call this perceivable consequences)
2. would u consider chance an abstract design concept? cuz there's an element of chance in the game speed since cards are randomly distributed right at the start n u dont even know wat's the nxt card in ur own deck.
3. the need for speed. to be quick... ur hands/brain/mouth/eyes...=p
yes of course the immediate n direct feedback can be applied to many other games cuz it's essential in helping players make sense of the game. so that they know they action is causing this reaction which will determine their win/lose.
eg. tetris --> thou u get to see what's the nxt piece coming up, it's randomly given to the player. direct n immediate feedback... u get to destroy some levels of bricks if they're laid nicely across the screen. if not, things just cont to get piled up n it'll be game over soon. u'll also need to be v quick as the pace of the game gets faster as the level increases.
i think these design tools can be applied to other games cuz they're the basic n simple tools that help players make sense of the game they're playing n thus makes the game more enjoyable.

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