Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.
Extra Credits: The Price of Randomness
- “Playing around the RNG, thinking of how to control the RNG and tip it in your favor can be one of the most interesting strategic elements a designer can present the player. […] RNG isn’t bad, it just has to be used well.”
GamingBolt: Has Game Design Taken a Back Seat Because of a Focus on Graphics?
- “It is important to remember that not all games are part of the massive mainstream game development machine, that prioritizes increasing the amount of pores on Nathan Drake’s face over the amount of things he can actually do.”
James Margaris: Are Ideas Cheap? In Praise of Strong Ideas
- “Of course there are plenty of fine games with no flashy grand ideas, and plenty of “big idea” games that fail. And there’s no “idea guy” job where every six months you come up with one cool idea then lean back and wait for everyone to implement it. But ideas very much do matter, and quality idea generation is a skill like any other.”
Lars Kalthoff: Im Käfig der Freiheit (english version)
- “Trotz der Relevanz des Begriffs “Freiheit” in der Vermarktung digitaler Spiele und der absolut positiven Konnotation des Wortes selbst, bergen offene Spielwelten und -systeme markante Schwächen, derer sich Designer und Autoren zu jeder Zeit bewusst sein sollten.”
Rob Fahey: Prickly denial is the wrong response to WHO’s “gaming disorder”
- “Comparisons with other kinds of media and talking about the value of escapism is a rather slippery attempt to avoid the core point; book authors and film makers don’t have conferences multiple times a year where talks focus on building compulsion loops, snaring “whales” and using psychological tactics to encourage consumers to stay engaged for years.”