To become completely lost To become completely lost is perhaps a rather rare experience for most people in the modern city. We are supported by the presence of others and by special way-finding devices: maps, street numbers, route signs, bus placards. But let the mishap of disorientation once occur, and the sense of anxiety and even terror that accompanies it reveals to us how closely it is linked to our sense of balance and well-being. The very word "lost" in our language means much more than simple geographical uncertainty; it carries overtones of utter disaster. Kevin Lynch, The Image of the City Disorientation citiesplacegeographywayfinding
A directional quality Paths may not only be identifiable and continuous, but have directional quality as well: one direction along the line can easily be distinguished from the reverse. This can be done by a gradient, a regular change in some quality which is cumulative in one direction. Kevin Lynch, The Image of the City changewayfinding
Junctions The junction, or place of a break in transportation, has compelling importance for the city observer. Because decisions must be made at junctions, people heighten their attention at such place and perceive elements with more than normal clarity. This tendency was confirmed so repeatedly that elements located at junctions may automatically be assumed to derive special prominence from their location. Kevin Lynch, The Image of the City citieswayfindingchoice
Follow the fun An Article by Dave Rupert daverupert.com Another 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. The game discovering itselfBuilding is never a straight lineGame feel gamesfun