Ludomedia #32


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

Brandon Rym DeCoster & Scott Rubin: Quitting

  • “Games are not real life. […] If you can’t quit them they’re not games. If you design games, you have to at least consider the idea that someone might quit your game in the middle of it. And you have to decide how you want that experience to play out for all involved.”

Christopher Gile: XCOM 2 and Vision: The Cost of an Illusion

  • “Deep systemic flaws in design usually don’t present in expected ways and before we can start talking about solutions we have to be able to properly diagnose the problem.”

Daniel Cook: Game design patterns for building friendships

  • “[Games] operate on the same scale as sports, religions and governments. Such engineered human processes can help players thrive in designed virtual spaces and ultimately in their real lives.”

Frank Lantz et al.: Depth in Strategic Games

  • “A game with great depth is one that seems to unfold into an endless series of challenging problems and responds to serious thought by continually revealing surprising and interesting things to think about.”

Jochen Gebauer: Glücksspiele und Kriegsverbrecher

  • “Ich habe einen Vorschlag: Wie wäre es, wenn wir eine altbekannte Frage einmal unter einem völlig anderen Blickwinkel betrachten. Sie lautet: Warum handeln Spieler scheinbar ständig gegen ihre eigenen Interessen?”

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