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
Structure, Substructure, and Superstructure
The monotonous perfection
The mathematical physicist must simplify in order to get a manageable model, and although his concepts are of great beauty, they are austere in the extreme, and the more complicated crystal patterns observed by the metallurgist or geologist, being based on partly imperfect reality, often have a richer aesthetic content. Those who are concerned with structure on a super atomic scale find that there is more significance and interest in the imperfections in crystals than in the monotonous perfection of the crystal lattice itself.
On beauty bare
Even more than Euclid, hath Euler gazed on beauty bare.
In a mass of large bubbles
The froth, therefore, though lacking long-range symmetry, nevertheless has very definite rules as to its composition. It is pleasing in appearance because the eye senses this interplay between regularity and irregularity.
The role of history in structures
Although the ideal crystal lattice of a substance at equilibrium depends only on its composition and temperature, all other aspects of the structure of a given bit of polycrystalline matter depends upon history…the manner in which the crystals impinge to produce the grain boundary as a new element of structure which itself changes shape in accordance with its properties and the particular local geometry resulting from historical accidents. Far more complex, but in principle similar, things occur in biological and social organizations.
A kind of moiré pattern
Everything that we can see, everything that we can understand, is related to structure, and, as the gestalt psychologists have so beautifully shown, perception itself is in patterns, not fragments. All awareness or mental activity seems to involve the comparison of a sense or thought pattern with a preexisting one, a pattern formed in the brain’s physical structure by biological inheritance and the imprint of experience. Could it be that aesthetic enjoyment is the formation of a kind of moiré pattern between a newly sensed experience and the old; between the different parts of a sensed pattern transposed in space and in orientation and with variations in scale and time by the marvelous properties of the brain?
It is what is left over when what is expected has been canceled out.
From a roving viewpoint
There is a kind of indeterminacy, quite different in essence from the famous principle of Heisenberg but just as effective in limiting our knowledge of nature, which lies in the fact that we can neither consciously sense nor think of much at any one moment. Understanding can only come from a roving viewpoint and sequential changes of scale of attention.