The picket fence There was a fence with spaces you could look through if you wanted to. An architect who saw this thing stood there one summer evening. Took out the spaces with great care and built a castle in the air. The fence was utterly dumbfounded, each post stood there with nothing round it. Christian Morgenstern, The Art of Looking Sideways www.andrew.cmu.edu spacearchitectureabsurdity
Kokoro A Novel by Natsume Sōseki www.penguinrandomhouse.com Vibrations in the airThat delicate and complex instrumentThe great soundless whirl of darknessUnderfootNot them he despised+2 More zenabsurdity
Don Quixote A Novel by Miguel de Cervantes www.amazon.com A distant fireWhen life is overStoriesArtificeDeceivers and deceptions+1 More absurdity
Follow the fun An Article by Dave Rupert daverupert.com Another great dissertation from Mark Brown of Game Maker’s Toolkit: The Games that Designed Themselves. It’s the radical idea that designers should ignore their preconceived notions and look to the game itself to find out where the development should lead. How does something design itself? Well… the answer is: Prototypes. A lot of great indie game masterpieces are the result of experimentation and early gameplay demos that changed the course of game’s development. As Brown points out, there’s a whole history of groundbreaking games that were developed “almost by accident” where bugs and glitches were turned into features. The game discovering itselfBuilding is never a straight lineGame feel gamesfun