The mortifying ordeal of being known A Fragment by Tim Kreider opinionator.blogs.nytimes.com Years ago a friend of mine had a dream about a strange invention; a staircase you could descend deep underground, in which you heard recordings of all the things anyone had ever said about you, both good and bad. The catch was, you had to pass through all the worst things people had said before you could get to the highest compliments at the very bottom. There is no way I would ever make it more than two and a half steps down such a staircase, but I understand its terrible logic: if we want the rewards of being loved we have to submit to the mortifying ordeal of being known. lovehumanity
The game discovering itself We like to think about this process as the game discovering itself over time. Because as iterators, rather than designers, it’s our job to simply play the game, listen to it, feel it, and kind of feel out what it seems to want to become - and just follow the trails of what’s fun. Seth Coster, Crashlands: Design by Chaos www.youtube.com What the prototype tells youFollow the fun designmakingiteration