Ludomedia #34

Ludomedia

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


Ethan Hoeppner: Turn Based Strategy Games Need Turn Timers

  • “The fun strategy and the strategically optimal strategy should be one and the same, but if you give the player infinite time to calculate, they aren’t. You force the player to choose which strategy they will go with: the fun strategy of using analysis, or the boring-but-optimal strategy of using calculation.”

Keith Burgun: Solvability In Games

  • “For any given system, there is some middle point of solvability where you have an ideal amount of depth—enough depth to keep a game playable and interesting for as long as possible (which hopefully, could be years), but not so much that it feels unlearnable.”

Michael Ardizzone: Agency And Randomness

  • “We can think of randomness in terms of how close it is to the player. Since players express skill by reacting to events in ways that draw them closer to their goal, giving the player plenty of room to maneuver around random events allows us to add a lot of variety to designs without it costing much agency.”

Stefan Engblom: Quest for the Healthy Metagame

  • “You need to know your game. Play your game a lot, both during development and release. […] In the end, you’re the one who has to make the decisions. So it boils down to understanding the game.”

Thomas Grip: Traversal and the Problem With Walking Simulators

  • “Walking forward is just a matter of pressing down a key or stick. And unless you are my dad playing a game, this doesn’t pose any sort of challenge at all. Your brain is basically unoccupied and the chance of your mind starting to drift is very high. Instead of being immersed in the game’s world you might start thinking of what to cook for dinner or something else that is totally unrelated to the experience the game wants you to have.”

Jenseits des Tellerrands

Mason Miller: The Art of Blocking

  • “A character’s movement, that is how they move and where they move to, can convey meaning the same as color, music and dialogue.”

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