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In Conversation: The Secret Science of Games

Deconstructor of Fun

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The Power of Novelty in Mini Games

I do believe very strongly in the power of changing up the player experience. So I can picture, if I'm doing a 3D open world RPG game and we're on the design team discussing, should we have vehicle levels or flight levels? And I love it. Jenny hates them. She's like, the make-o levels are the worst. And I go, well, but in Ratchet and Clank, they're amazing. They're some of the most fun little games there are. Every single mini game is great. That's a great example because we're not saying, no, we shouldn't do vehicle levels. We're saying, okay, if we want to do

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