Ludomedia #20


Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.

Curtiss Murphy: Flow Space

  • “[This paper] introduces a new recipe for simplicity that can be overlaid on top of the diagram of flow. Together, these diagrams create Flow Space – a visual guide for flow and simplicity in games.”

Daniel Steckly: Good AI is predictable

  • “Ultimately, AI is a tool, the primary use of which is to drive decision making and increase possibility space. […] This focus on “interesting” being the primary virtue of AI design brings me to what will probably me my most controversial point: I believe that, in general, good AI is predictable. Good AI will do basically what the player expects it to.”

Justin Gary: Elegance

  • “The goal of a game designer is very similar to that of a sculptor- chip away at all the excess until only elegant beauty remains.”

Mary Hamilton: Fuck Complete

  • “Fuck beating games, because we are so far beyond that concept that for the vast majority of games it makes about as much sense as beating Michaelangelo’s David does. Some games are made of mechanics, and if you’ve mastered a mechanic as much as you want to, then you can stop.”

Rob Zacny: The State of Strategy

  • “But it’s hard to shake the feeling that the established leaders in strategy games have been drawing from an increasingly exhausted well of inspiration for a few years, and 2015 marked the year they ran out of reasons to keep revisiting the same old ideas. When I asked myself why I should keep playing them, the answer was that I should look to smaller games instead. They remain the products of inspiration, not obligation.”

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