games
There is no app that replicates a deck of cards
Disorientation
Learning to walk through walls
The things that you’re meant to do
List of games that Buddha would not play
Right-Angle Doodling Machine
Follow the fun
An Article by Dave RupertAnother 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.
Game feel
An Article by Dave RupertHow do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain
An Article by Stephen P. AndersonThinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:
- Approach the design of a system as the design of these as small but significant moments of learning.
- Consider the many ways these loops might be sequenced, with the exact order being less important.
If we were allowed to visit
A Poetry CollectionIf We Were Allowed To Visit is an anthology of poems by Gemma Mahadeo rendered by Ian MacLarty.
As you move through the game's environment, the poems are rearranged into the shapes of the objects they're about, each frame becoming a new generative poem.
Withered or seasoned?
An Article by Robin SloanThe Nintendo way of adapting technology is not to look for the state of the art but to utilize mature technology that can be mass-produced cheaply.
This is the reason a Nintendo console never has the fastest chips or the beefiest specs of its generation; instead, its remixes components in an interesting and generative way. Think of the Gameboy’s monochrome screen, the Wii’s motion controller, the Switch’s smartphone form.
[Gunpei Yokoi] is talking about reliability and predictability, in performance and supply alike. He wants the components to be boring, so their application can be daring.
Crashlands: Design by Chaos
A Talk by Seth Coster
Einmal Ist Keinmal
Jacked in
In digital design, products and services are frequently imagined and implemented placelessly: as if the consumer were jacked into The Matrix, and considering this product or that product from among an infinite set of choices at an infinitely-provisioned mercantile. The things we make are good, by this way of reasoning, if they fit the market’s demand.
Immer wieder
My attitude toward Alexander’s teachings prior to experiencing the places and spaces realized in his practice was akin to what Alan Watts said about certain teachings in The Bible:
Sometimes, as St. Paul pointed out, commandments are not given in the expectation that they will be obeyed, but in the expectation that they will reveal something to those who hear them.
Today, my answer is unequivocal. My interpretive lens: literal. Time and again, across cultures and continents and islands and oceans, in five different places now I’ve examined the evidence, and am persuaded.
Nicht nur einmal: immer wieder.
But what if it is?
Occasionally, one or two students out of sixty would take this task [of timeless thinking] up with some seriousness, and before too long would visit me in office hours to see if I could relieve them of their distress. They needed me to assure them that what Alexander says in his books isn’t…you know…real. For a number of reasons, not the least of which being the seeming incompatibility between how they’d been taught to think about design and what these teachings insist one must do in order to be, as they might say, “doing it right.”
And having never been to any of Alexander’s buildings, I’d simply turn the question around and ask “but what if it is real?”