Ludomedia #66


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

Adam Millard: Engineering The Perfect Enemy

  • “Having enemies with a clear, focussed design is a great foundation upon which to build an iconic bad guy, but it’s not enough. A great enemy also needs to fit into the wider ecosystem of play, whether that’s working alongside other enemies, the environment, or even the player. In other words: A good enemy is synergistic.”

George Weidman: Media Literacy and Game News

  • “Media literacy is the ability to access, analyze, evaluate and create media in a variety of forms. […] But media literacy also requires an understanding of not just the standards and ethics that serious journalists should themselves accountable to, but also the sinister effects that money and cognitive bias have on it.”

Jim Sterling: The Exploitative Push For Social Networking In Games

  • “We’re in an age where kids at school are being bullied for not having any premium skins in Fortnite. […] Social gaming has its place, but its mass adoption by the AAA game industry is a fucking scam, a long con, yet another way […] in which video game publishers plan to swindle, trick and seduce cash out of you.”

Jonathan Blow: Singapore Games Guild Keynote

  • “Don’t even entertain ideas like ‘extending the playtime’, because it’ll make your game really boring. […] You really just want your game to have enough material in it to be interesting enough to last a long time. […] You want to actually have so much material that you then cut the worst material and leave the best material. That’s how the average value of your game goes up.”

Mark Brown: Can We Make Talking as Much Fun as Shooting?

  • “We can make dialogue trees that aren’t just basic skill checks that let you skip through gameplay, but involved negotiations that become exciting gameplay in of themselves, where you’re gathering evidence and intel, reading social cues and body language, and manipulating a web of relationships to get your way.”

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