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
The Evolution and Fate of Botanical Field Books
To serve as a reminder
Looking back at my notebooks now, the information seems fairly sketchy, often abbreviated, and fairly uninformative. The purpose was merely to serve as a reminder for when, that evening, I would write up my notes in a proper field book.
Sterile creatures
Now that we are in the era of personal computers, traditional field books are being replaced by computer files. By default such “field books” are sterile creatures—all the words are spelled properly, the location data are exact to a matter of a few feet, and everything is properly formatted. In the spring of 1998, I penciled my last entry into my signature field book with the bright orange cover. Thereafter I have maintained a computer-based field book.
Oh, all the right stuff is there, clear, crisp and, well, dull… I tend to be overly particular about it—the format has to be right, everything properly spelled, the descriptive sequence in the proper order, and even the observations drafted with the final publication in mind (rather than what I happen to see at the moment). The emotions of finding something new, once mentioned in my handwritten field books, are now missing, as if my mental editor says “no, that is not proper for a scientific journal.”
Further and further away
In looking over my own forty-five years of keeping a record of plant specimens, I find that I am personally moving further and further away from the words I generate, becoming more aloof and separate from the experience of the actual event of collecting, concentrating instead on the precision of where and when. It is merely record keeping for the sole purpose of giving the facts.
With the decline of letter writing and the sterilization of field books, what we are losing is the individual. Field books are like letters that are replaced by often ephemeral emails. I fear that as we move further into the computer age we will similarly lose the detailed historical record that field books once provided. Sadly, the personalities of botanists will also be lost, for such musings as might be found in a field book are often telling to those wishing to know more of the past.