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 eyes of a traveler
We’ve all heard that travel broadens the mind. But beneath this cliché lies a deep truth. Things stand out because they’re different, so we notice every detail, from street signs to mailboxes to two you pay at a restaurant. We learn a lot when we travel, not because we are any smarter on the road but because we pay such close attention. On a trip, we become our own version of Sherlock Holmes, intensely observing the environment around us. We are continuously trying to figure out a world that is foreign and new.
Too often, we go through our day-to-day life on cruise control, oblivious to huge swaths of our surroundings. To notice friction points – and therefore opportunities to do things better – it helps to see the world with fresh eyes. When you meet creative people with lots of ideas constantly bubbling to the surface, you often come away feeling that they are operating on a different frequency. And they are, most of the time. They have all their receptors on — and frequently turned up to eleven. But the fact is, we are all capable of this mode. Try to engage a beginner’s mind. For kids, everything is novel, so they ask lots of questions, and look at the world wide-eyed, soaking it all in. Everywhere they turn, they tend to think, Isn’t that interesting? rather than, I already know that.
By adopting the eyes of a traveler and a beginner’s mindset, you will notice a lot of details that you might normally have overlook. You put aside assumptions and are fully immersed in the world around you. In this receptive mode, you’re ready to start actively searching out inspiration.