Ludomedia #46

Ludomedia

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


Daniel Greenberg: The Neuroscience of Gaming

  • “Practice by doing is very effective, and video games are all about doing. Video games are experiential learning. […] Gameplay also tracks the scientific method pretty directly. […] The stress response in video games is eustress, a positive cognitive response. It’s healthy.”

Ellen McGrody: For Many Players, Lootboxes Are a Crisis That’s Already Here

  • “Video games should not be trapping people in vicious cycles of debt, shame, and abuse. […] Unfortunately, there are systems in today’s games that prey on vulnerabilities in our psychology.”

Keith Burgun: Designing Strategy: Rushdown, Economy, and Defense

  • “All games will end in either the early game, the mid-game, or the late game, and [rushdown, economy, and defense] are loose attempts to target those areas for a win. Players can plan somewhat […] but they must adapt frequently, and take advantage of opportunities as they arise.”

Lewis Pulsipher: Simplifying a Game Design

  • “While you can simplify a game into oblivion (a bagatelle), it’s much more likely you will complicate a game into oblivion (a train-wreck).”

Raph Koster: Why I Loved “Edith Finch”

  • “Games and story historically coexist in troubled fashion. […] In Edith Finch, we have the single best example of marrying story and game basically ever — and not once, but done like twelve times in one game, twelve different ways, with twelve different effects. It’s a tremendous achievement in that sense.”

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