Ludomedia #60

Ludomedia

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


Adrian Novell: Core, Focus & Power – A Game Design Methodology

  • “Core is the objective, the intent behind the design, the North that we’ll keep through the design. […] Focusing is asking ourselves every time that something is about to be implemented: does this feature point towards the Core of our game? […] [Power] aims towards also making this experience extraordinary, fresh and bold.”

Brad Grow: Bad Game Design – Clicker Games

  • “Why do we keep playing [clicker games] knowing they’re so inherently shallow? […] I’m not saying you’re a bad person for playing them […] but when you sit back and look at the big picture, they highlight how many different games can take advantage of our subconscious desires to steal our money at the worst, but our time at the very least. […] They’ve sort of dropped off in popularity in recent years, but I’ve noticed the techniques that they employed are still cropping up all over the place.”

Jim Sterling: CAAApitalism: The Successful Failure Of Videogames

  • “The endgame of thoroughly unchecked capitalism is to have no endgame. […] This is all working as intended by design. It looks like a total mess […] but apparently this is doing it right.”

Keith Burgun: 3 Minute Game Design – Systemic Meaning

  • “The process of making an internal model is a creative act of moulding interpretations together into a coherent picture of a ruleset. […] In storytelling and game design you must always make sure that there is coherence to random events, so that they can be built into our little castle of meaning.”

Keith Burgun: Clockwork Game Design Podcast Episode #53

  • “Most strategy games that we have are still just tactics games. This points to a larger problem: We don’t really think that much about match structure. […] In terms of single-player games we have no respect at all for the match end feedback, win/loss, the structure of a match overall.”

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