Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.
Brandon Rym DeCoster & Scott Rubin:
- Rare Game Mechanics: “There’s common game mechanics like drawing cards or playing Poker. […] We’re trying to highlight things that are interesting, that are different, that you might not have encountered.”
- The Real Harm of Games: “Variable reward schedules demonstrably cause a behaviour to be done more often in almost all cases. […] Gaming these days seems to be going more and more in the direction of just being gambling but not looking like [a slot machine].”
- “Any single stress casualty in the game industry should be considered an ugly fucking stain on their business and a mark of eternal shame for any company in which things have been allowed to go that far. […] BioWare isn’t the only company to describe game development in terms of magic and mysticism. [….] It tries to hide the fact that human beings work very hard on these games.”
Keith Burgun: Difficulty in Videogames
- “There are many people who just have never had the time to get good at videogames, because they have to work two jobs, or they have a sick relative, or a dozen other reasons. Many people are disabled in various ways which also makes it more difficult for them to make similar kinds of progress. […] That’s why games, especially games like these, should have more options to allow players with different needs and abilities to engage with them.”
Mark Brown: How Games Get Balanced
- “This is just not going to be an intensive tutorial. Instead, Game Maker’s Toolkit presents a whirlwind tour through the way games are balanced and rebalanced… and rebalanced… and rebalanced… and rebalanced.”
Wolfgang Walk: Der Computerspiele-Preis ist tot!
- “Der DCP ist tot. Seine aus historischen Gründen eingebaute, korrumpierende Engführung mit der Politik ist der Krebs, an dem er zugrunde gegangen ist. […] Eine Gala, welche das Kunstschaffen rund um das Spiel zum Thema hat. Dort könnten deutsche Games auf Augenhöhe mit der Welt antreten, dort könnte Deutschland sich eine eigene Identität, einen Markenkern innerhalb der internationalen Spieleindustrie aufbauen.”