Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.
Frank Lantz: Y Combinator Interview
- “In the way that painting is the art form about looking, games are the art form about thinking and doing. […] They are opportunities to carve out a little space separate from the ordinary world, where we solve problems, we think and do, for its own sake.”
Jannick Gänger: Null gespielt, trotzdem toll: Previews sind falsch
- “Wer radikal umdenkt und die größte, ungenutzte Ressource entdeckt, nämlich Stil, Handwerk, Können, nur der kann sich der fortwährenden Peinlichkeit namens 85-Prozent-Spielspaß-Award und Spiel-XY-hat-Potenzial-Preview entziehen.”
Jon Shafer: How At the Gates took 7 years of my life – and nearly the rest
- “This is the story of how At the Gates was made, and how it almost destroyed me.”
Michael Ardizzone: Carrot or Stick? Fixing an XCOM Design Problem
- “XCOM2 does a much better job at putting the player into tough but survivable combat situations. Since this is the core of its tactical combat, I view it as a design success and an improvement over XCOM2012.”
Michael Austin et al.: Constructing Emergence
- “We believe that viewing games within the space defined by the three axes of Agency, Abstraction, and Complexity, and specifying object interactions via a Component Interaction Matrix (or multiple hierarchical ones) will help demystify emergence and sharpen the designer’s ability to create it.”