MindMap Gallery The Book of Lenses
This mind map is about the reading notes after reading the Book of Lenses, which focuses on how to take photos and photographers.
Edited at 2020-10-08 02:20:09Mind maps are a great resource to help you study. A mind map can take complex topics like plant kingdom and illustrate them into simple points, as shown above.
Mind maps are useful in constructing strategies. They provide the flexibility of being creative, along with the structure of a plan.
Vitamins and minerals are essential elements of a well-balanced meal plan. They help in ensuring that the body is properly nourished. A mind map can be used to map out the different vitamins a person requires.
Mind maps are a great resource to help you study. A mind map can take complex topics like plant kingdom and illustrate them into simple points, as shown above.
Mind maps are useful in constructing strategies. They provide the flexibility of being creative, along with the structure of a plan.
Vitamins and minerals are essential elements of a well-balanced meal plan. They help in ensuring that the body is properly nourished. A mind map can be used to map out the different vitamins a person requires.
The Book of Lenses
PLAYER
Players Mind
The Lens of Flow
" To use this lens, consider what is holding your player’s focus. Ask yourself these questions: 1. Does my game have clear goals? If not, how can I fix that? 2. Are the goals of the player the same goals I intended? 3. Are there parts of the game that distract players to the point they forget their goal? If so, can these distractions be reduced, or tied into the game goals? 4. Does my game provide a steady stream of not-too-easy, not-too-hard challenges, taking into account the fact that the player’s skills may be gradually improving? 5. Are the player’s skills improving at the rate I had hoped? If not, how can I change that? "
Motivation
The Lens of Needs
"To use this lens, stop thinking about your game, and start thinking about what basic human needs it fulfills. Ask yourself these questions: 1. On which levels of Maslow’s hierarchy is my game operating? 2. How can I make my game fulfill more basic needs than it already is? 3. On the levels my game is currently operating, how can it fulfill those needs even better? It sounds strange to talk about a game fulfilling basic human needs, but everything that people do is an attempt to fulfill these needs in some way. And keep in mind, some games fulfill needs better than others — your game can’t just promise the need, it must deliver fulfillment of the need. If a player imagines that playing your game is going to make them feel better about themselves, or get to know their friends better, and your game doesn’t deliver on these needs, your player will move on to a game that does. "
The Lens of Novelty
"Different isnt always better but better is always different. - Scotty MeltzerTo ensure that you harness the powerful motivation of novelty, ask yourselves these questions:1. What is novel about my game ?2. Does my game have novelties throughout or just at the beginning ?3. Do I have the right mix of novel and finiliar ?4. When the novelty wears off, will my players still enjoy my game ?"
The Lens of Judgment
"To decide if your game is a good judge of the players, ask yourself these questions: 1. What does your game judge about the players? 2. How does it communicate this judgment? 3. Do players feel the judgment is fair? 4. Do they care about the judgment? 5. Does the judgment make them want to improve? "
The Lens of Motivation
"Every player has a complex ecosyatem of motivations. To examine them more closely, ask yourselves:1. What motivations do players have to play my game2. Which motivations are most internal ? Which are most external ?3. Which are pleasure seeking ? Wich are pain avoiding ?4. Which motivations support each other ?5. Which motivations are in conflict ?"
The Lens of the Player
"To use this lens, stop thinking about your game, and start thinking about your player. Ask yourself these questions about the people who will play your game: 1. In general, what do they like? 2. What don’t they like? Why? 3. What do they expect to see in a game? 4. If I were in their place, what would I want to see in a game? 5. What would they like or dislike about my game in particular? A good game designer should always be thinking of the player, and should be an advocate for the player. Skilled designers hold The Lens of the Player and the Lens of Holographic Design in the same hand, thinking about the player, the experience of the game, and the mechanics of the game all at thesame time. Thinking about the player is useful, but even more useful is watching them play your game. The more you observe them playing, the more easily you’ll be able to predict what they are going to enjoy. "
The Lens of Pleasure
"To use this lens, think about the kinds of pleasure your game does and does not provide. Ask yourself these questions: 1. What pleasures does your game give to players? Can these be improved? 2. What pleasures are missing from your experience? Why? Can they be added? Ultimately, the job of a game is to give pleasure. By going through lists of known pleasures, and considering how well your game delivers each one, you may be inspired to make changes to your game that will increase your players enjoyment. Always be on the lookout, though, for unique, unclassified pleasures not found in most games — for one of these might be what gives your game the unique quality it needs. " "Le Blancs Taxonomy of Game Pleasures:1. Sensation2. Fantasy3.Narrative4. Challenge5. Fellowship6. Discovery7. Expression8. SubmissionBartles Player Types:1. Achievers2. Explorers3. Socializers4. Killers""Other Pleasures:1. Anticipation2. Delight in others misfortune3. Gift giving4. Humour5. Possibility6. Pride in accomplishment7. Purification8. Surprise9. Thrill10. Triumph over adversity11. Wonder"""
The Lens of Transformation
"Games create experiences, and experiences change people. To make sure only the best changes happen to your players, ask yourself these questions: 1. How can my game change players for the better? 2. How can my game change players for the worse?"
Other Players
The Lens of Spectation
"For thousands of years, man has loved to sit and watch others play games; but only if these games are worth watching. To make your game spectator worthy, ask yourself these questions:1. Is the game interesting to watch ? Why or why not?2. How can I make it more interesting to watch ?"
Community
The Lens of Friendship
"People love to play games with friends. To make sure your game has the right qualities to let people make and keep friendships, ask yourself these questions: 1. What kind of friendships are my players looking for? 2. How do my players break the ice? 3. Do my players have enough chance to talk to each other? Do they have enough to talk about? 4. When is the moment they become friends? 5. What tools do I give the players to maintain their friendships? "
The Lens of Expression
"When players get a chance to express themselves, it makes them feel alive, proud, important, and connected. To use this lens, ask yourself these questions: 1. How am I letting players express themselves? 2. What ways am I forgetting? 3. Are players proud of their identity? Why or why not? This lens is important and overdue. It works very well in combination with other lenses, such as Lens #63: The Lens of Beauty and Lens #80: The Lens of Status. "
The Lens of Community
"To make sure your game fosters strong community, ask yourself these questions: 1. What conflict is at the heart of my community? 2. How does architecture shape my community? 3. Does my game support three levels of experience? 4. Are there community events? 5. Why do players need each other? "
The Lens of Griefing
"To make sure griefing in your game is minimized, ask yourself these questions: 1. What systems in my game are easy to grief? 2. How can I make my game boring to grief? 3. Am I ignoring any loopholes? "
GAME
Interface
The Lens of Control
"This lens has uses beyond just examining your interface, since meaningful control is essential for immersive interactivity. To use this lens, ask yourself these questions: 1. When players use the interface, does it do what is expected? If not, why not?2. Intuitive interfaces give a feeling of control. Is your interface easy to master, or hard to master? 3. Do your players feel they have a strong influence over the outcome of the game? If not, how can you change that?