Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.
Brandon Rym DeCoster & Scott Rubin: Atari Game Design
- “If you design a game with those constraints, it’s going to be a very simple game, a very focused game, a very elegant game. If it’s a good game, then it’s a pure design, it’s a good design.”
Chris Crawford: A 30 Year Game
- “There’s a game that’s been running around for thousands of years. It’s called religion. And the game designers are called priests.”
Elliot George: Systemic Information in Games
- “Games are all about mental models. As with any system that we are trying to understand, we make and test predictions based on our models, these predictions lead us to success or failure, and we update our models accordingly.”
John Harris: The Infinite Dungeon
- “Try to avoid grind. […] There are no interesting gameplay decisions there. It’s just increasing numbers mindlessly. […] Most things that call themselves role-playing games are 90% grind. Please do anything you can to eliminate grind. The human race will thank you.”
Phil Duncan: Game Design Deep Dive – Building truly cooperative play in Overcooked
- “With Overcooked we wanted to make a game where cooperation was a central pillar, a game which was much more focused on how a team works together rather than simply adding more players to a single player experience.”