Ludomedia #47

Ludomedia

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


Josh Bycer: Putting the “Game” Back in Video Game Journalism

  • “My style has always been to look at game design the same way as a mechanic appreciates the technical beauty of building a car, or a craftsman examining hand-made design. […] I don’t want to read a story on a major game site for the umpteenth time of how the game Gone Home moved you or reminded you of your childhood.”

Justin Ma: Into the Breach’s interface was a nightmare to make and the key to its greatness

  • “Our requirement that the player has to understand what’s going on in any situation restricted our game design options considerably. […] Just as a game design principle, we would sacrifice cool ideas for the sake of clarity every time.”

Mark Brown: What Makes a Good Puzzle?

  • “A puzzle with too many elements is either too complicated or […] most of those elements aren’t actually part of the core puzzle, and are just busywork that will frustrate you when you reset the level.”

Raph Koster: The Trust Spectrum

  • “Designing games for trust is also designing games for human fulfillment. It is designing for happiness. It’s designing in ways that are #good4players and their relationships. Play is Love.”

Scott Rigby: The Freedom Fallacy

  • “In all the research that we’ve done […] structure is better than providing open and free environments in satisfying peoples’ needs for autonomy. […] Even if the game is enormous […] it doesn’t matter if the player doesn’t see meaning in the options that are in front of him.”

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