Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.
Jim Sterling: Detroit: Become Human (Jimpressions)
- “This is where I hit upon the big problem. You see, David Cage loves movies. He wishes he was a movie director.”
Josh Bycer: A Study Into Replayablity: Defining Variance
- “The problem with many titles that make use of randomized elements is that they don’t create a different way of play. This is especially true of the survival genre, and how it really is the least replayable of games built on random gamespaces.”
Keith Burgun: Three Types of Bad Randomness, and One Good One
- “Information in games gets its meaning from its relationship to other aspects of the game state, including the history of game states; but most of all, it gets its meaning from your input. […] We don’t want things which just appeared to instantly be affecting the game state permanently, because such things had no chance to develop a relationship to the player.”
Tom Kail: Reading in Strategy Games
- “When considering a new design it’s important to consider how much time it will take for players to understand the information you’re laying out for them, but also to understand whether your game’s inherent focus lies in reading or decision making.”
Wolfgang Walk: Hinterm Hakenkreuz verschanzt
- “Und bei der Wahl zwischen Faschismus und Moral gewinnt immer noch das, was sich gerade am meisten auszahlt. Moral, die nicht bereit ist, Ware zu werden, hat im entfesselten Kapitalismus der Gegenwart konsequenterweise keine Chance.”