Ludomedia #85


Games media worth reading, watching or listening to.

Jesper Juul: The Meanings & Consequences of Rules & Algorithms

  • “I realized the other day that it’s been years since I had this experience of someone dismissing game rules as irrelevant or meaningless, and I think there is a reason: Our world is now so completely enmeshed in algorithms and in issues of algorithmic bias, that it’s now a given that rules, algorithms, and programming fundamentally matter.”

Lucas Pope: Cramming ‘Papers, Please’ Onto Phones

  • “I created Papers, Please in 2013 specifically for desktop computers with mouse control. Now, here, in 2022, desktop computers no longer exist and all computing is done via handheld mobile telephone. Time to update this dinosaur. These thousands of words and megabytes of images will cover some bits of porting the game from big desktop to little phone.”

Matti Vuorre et al.: Time spent playing video games is unlikely to impact well-being

  • “Conceptually replicating previous cross-sectional findings, our results suggested that intrinsic motivation positively and extrinsic motivation negatively affects well-being. […] Our findings, therefore, suggest that amount of play does not, on balance, undermine well-being. Instead, our results align with a perspective that the motivational experiences during play may influence well-being. Simply put, the subjective qualities of play may be more important than its quantity.”

Will Bedingfield: It’s Not Just Loot Boxes: Predatory Monetization Is Everywhere

  • “As Hon suggests, predatory monetization salts the earth of creativity. The games built on these systems exploit their players—they aren’t art, but propaganda, another way to turn play into work. And the history of loot boxes demonstrates that the most exploitative systems can become mainstream if they prove they can turn a serious profit.”

Zayne Black: How To Design A Videogame

  • “Many of you watching might be thinking: ‘Zayne, […] everybody knows this, this is useless!’ First of all, no they don’t. If they did, you wouldn’t get games that burry their genuinely very impressive mechanical gameplay loops under layer after layer of sludgy, tedious, ham-fisted storytelling, as if the cinematic presentation was the reason to buy it, for example. […] Figure out, what you want the game to be […] and then run every single decision through that filter of whether or not it helps you receive your game’s intention!”

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