September 23, 2020

Games media worth reading, watching or listening to.
Celia Hodent: Emotion in Game Design (A UX Perspective)
- “An art form is going to manipulate emotions by definition, but we need to be careful about what it is we’re manipulating and if we’re using some of these emotional tricks not to serve gameplay, not to improve the experience for the players, but to reach our business goals by making players come back or spend more.”
Kristian A. BjĂžrkelo: âElves are Jews with Pointy Ears and Gay Magicâ: White Nationalist Readings of The Elder Scrolls V: Skyrim
- “If an action is designed to be possible, is it a subversive result of an oppositional reading by the player? Or should it be considered a dominant or preferred reading, as the game indeed allows for it, and may not even discourage this reading by punishing certain actions through game mechanics?”
Matthewmatosis: The Last of Us Part 2 Review
- “To be clear, I always acted as was expected of me on my first playthrough, but the gap between presentation and mechanics became obvious regardless. One key factor here is just how often the gameplay shifts into some kind of scripted event. […] Flipping a script made it abundantly clear how little agency I had as a player. So all of a sudden the game felt like two puppets I was barely in control of acting out a film I had no impact on. […] I lost any interest in pretending to pull the strings.”
Mark Brown: The Psychological Trick That Can Make Rewards Backfire
- “There’s a huge body of evidence that says when extrinsic motivation is attached to a task that we already find intrinsically motivating, we suddenly become way less interested in the task. Other studies show rewards can also make people less creative, worse at problem-solving, more prone to cheating and may lose motivation entirely once the rewards stop, even though previously they were happy to do it for its own sake.”
Tom Simonite: AI Ruined Chess. Now, Itâs Making the Game Beautiful Again [Full Paper]
- “Kramnik presented some ideas for how to restore some of the human art to chess, with help from a counterintuitive sourceâthe worldâs most powerful chess computer. He teamed up with Alphabet artificial intelligence lab DeepMind, whose researchers challenged their superhuman game-playing software AlphaZero to learn nine variants of chess chosen to jolt players into creative new patterns.”
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Gaming | Tagged: game design, ludologie, ludology, ludomedia |
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Posted by Fabian Fischer
July 27, 2020

Games media worth reading, watching or listening to.
Adam Millard: What Makes a Great Deckbuilder?
- “Deckbuilders are fantastic at stimulating our creativity […] I think I’ve managed to come up with a set of three criteria that I think all well-designed deckbuilder card pools fall into: The cards need to enable synergies, they need to create interesting decisions as part of longer-term strategies, and they all need to have distinct identities.”
Alan Zucconi:Â The AI of “Creatures”
- “Creatures was designed around the very concepts of empathy and nurturing, making it the closest experience possible to having a pet. To this date it was, and still is, an experience unmatched by any other game. But how could a game that is almost 25 years old succeed where even modern games are struggling?”
Jonathan Blow: Video Games and the Future of Education
- “I think that one of the things that games can do is help you develop systems thinking. […] Systems literacy is becoming something of an emergency, it’s important in a way that it’s never been in the past. We need to develop systems literacy society-wide, we need to train people in systems thinking. And the way to do that is by engaging with systems.”
Mark Brown: The Best Games from GMTK Game Jam 2020
- “Again, it was the biggest jam in itch.io’s history, but this year’s event was, by my numbers, the biggest online-only jam to ever be held. […] These are my 20 favorite games from the GMTK Game Jam 2020, in no particular order.”
Riad Djemili: The complete sales history of modest indie hit game Curious Expedition
- “The first commercial version of Curious Expedition was released at the end of 2014. In this blog post I will give you the complete overview of all the sales numbers of these first six years. How many units we sold, when we sold them, in which territories, on which platforms. I will also tell how it felt to tank with our game and how we were able to eventually turn it into a bigger success than we ever imagined.”
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Gaming | Tagged: game design, ludologie, ludology, ludomedia |
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Posted by Fabian Fischer
June 5, 2020

Games media worth reading, watching or listening to.
Jon Ingold: Dreaming Spires: Dynamic Narrative, Layer by Layer
- “Is it possible to make the entire narrative out of contextual dialogue? Instead of tying the conversation engine to something rigid, like an adventure game world, weâve tied it instead to a procedurally-generated Chess-like strategy game. Boards, moves, pieces… and combinatorial explosion. “
Keith Burgun: Why “quarterbacking” isn’t a problem in cooperative games
- “Whenever there is quarterbacking, the actual problem is that there is a large skill imbalance between the players. This is a problem in all multi-player games, not just in cooperative games, though. […] If you have a group that you want to play Pandemic with, you have to try and make sure that all the players have played a similar amount, same as how if you want to really get into Chess itâs best if you have a partner who is somewhere near your level. In short, I donât think this is a âgame designâ problem.”
Mark Brown: School of Stealth
- “These are games where your power doesn’t come through sheer brute force, but only through your ability to hide from the enemy. So having your sneaky status be fragile and fuzzy reminds you that you’re always at risk of losing your tenuous advantage over the enemy. […] But making the system completely obvious has its own advantages. It puts way more power in your hands and allows you to play with a huge amount of confidence.”
Tommy Thompson: The Story of Facade: The AI-Powered Interactive Drama
- “The player is secretly playing along in several of what are known as âsocial gamesâ. These social games are specific phases of Facade where based upon your interactions, they can influence Grace and Tripâs feelings on a particular subject matter, their self-awareness about their underlying problems and their affinity towards the player. Every provocation, criticism or praise found within the natural language typed in from the keyboard will nudge the characters feelings on each subject.”
Zach Gage: Humans Who Make Games (Interview)
- “Games are ways to learn and enjoy the skill of critical thinking, and I think a lot of adults don’t do a lot of critical thinking. […] One style of solving a problem is basically a pattern-matching style. […] But there’s this other way of teaching, which is teaching people how to be good problem solvers. […] If you can do problem solving well, you can learn anything.”
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Gaming | Tagged: game design, ludologie, ludology, ludomedia |
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Posted by Fabian Fischer
April 15, 2020

Games media worth reading, watching or listening to.
Derek Yu: Death Loops
- “Generally, the choice is between more polish, more ambitious game design, or shorter development time, and how much of each you can choose depends on your experience level and your available resources. […] One of the biggest strengths of indie devs is our freedom, which allows us to work in our own way, to make decisions swiftly, and to make bold choices that AAA studios might not be able to. It’s the lone wolf approach versus the large army approach. Unfortunately, it also means that we can be free to spin our wheels with very little accountability.“
Jim Sterling: XP Boosters Are Some Sinister Bullshit
- “I expect boosters to become more this decade and coming console generation. I think it’ll be the new popular way of capitalizing on the concept of monetized grind, especially with the growing popularity of battle passes and the sense of slow teasing progression they ferment.”
Keith Burgun: A discussion about “structure” in strategy game design
- “Structure exists in the rules of the game when they have high interconnectivity or high ‘coupling’. […] Because these rules are a holistic part of the game […] they have a multiplying effect on the system’s potential depth. Componential rules, or low-structure systemic rules […], have something more like an additive effect, by contrast.”
Mark Brown: Anatomy of a DOOM Eternal Fight
- “So getting through […] any combat encounter […] means finding answers to four key questions. You might want to think of these as priority, preference, preservation and position – or the four Ps. All four Ps must be considered simultaneously and constantly re-evaluated as new information arises, like running out of ammo or seeing new enemies spawn in.”
Tom Francis: Consider Giving Up
- “‘Never give up’ is really bad advice, especially for newcomers. We’re very quick to romanticize dedication, and we’re quick to look at folks who already released successful games and say ‘Look at them! They didn’t give up!’ […] There are ideas out there that give you something back when you work on them, but you need to explore to find them. You can’t explore if you never give up on the first path you picked.”
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Gaming | Tagged: game design, ludologie, ludology, ludomedia |
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Posted by Fabian Fischer
March 2, 2020

Games media worth reading, watching or listening to.
Brett Lowey: Action Funnels
- “An action funnel is any system in a game that takes a wide menu of possible player actions and limits it to a subset of currently possible actions. […] So help your players navigate a complicated and interesting game space without heavy proofreading, action parsing and calculation. Use Action Funnels!”
Brett Lowey: Skill Compensation
- “Skill Compensation is the degree to which a playerâs performance is reflected in the final outcome of a match. […] Varying Skill Compensation can have both positive and negative effects on your game design, depending on what other properties youâre optimizing for (evaluation, learning rate, playfulness, etc).”
Joost van Dongen: Five important realisations about game balance
- “1. Overpowered is much worse than underpowered […] 2. Variety always adds imbalance” […] 3. Competitive players often dislike randomness and luck […] 4. Balance automatically becomes worse over time […] 5. ‘Perfect’ balance is impossible”
Mark Brown: How Level Design Can Tell a Story
- “Environmental storytelling requires a certain level of deductive reasoning as we connect up details to create an overall story. We use investigative and archeological skills to determine relationships, cause and effect, and history. This makes us an active participant in the storytelling process and not just a passive viewer.”
Keith Burgun: Achieving playfulness in strategy game design
- “A playful strategy game is deep: there is a huge range of possible tactics and strategies. […] A playful strategy game is expressive: each player plays the game a little bit differently […] A playful strategy game feels low-stress. You donât have a feeling that if you make one mistake, youâre screwed. […] A playful strategy game has a balanced difficulty. […] You have to play seriously, but not so hard that you donât have room for experimentation or so hard that the experience becomes stressful.”
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Gaming | Tagged: game design, ludologie, ludomedia |
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Posted by Fabian Fischer
January 28, 2020

Games media worth reading, watching or listening to.
Brett Lowey: The âPlayfulnessâ Property of Strategy Games
- “So Iâm not talking about simplicity/complexity, and Iâm not talking about depth. […] Instead playfulness refers to a property of games that encourages players to play with their gut/creatively, and minimizes the incentives to calculate/count/solve.”
Elliot George: Complexity and Noise in Games
- “I noted that [players] are in principle unpredictable, but they are not the same thing as noise. In some contexts it is possible to improve ones ability to predict other players. […] Players are, at the very least, weighted noise generators, and in some contexts they are noisy pattern generators.”
Iggy Zuk: Modularity
- “Modularity in game design can be used to improve the depth of a game by introducing complexity. This is done primarily by breaking up an object into many components and having them all do something. […] Systems become more fundamental to the overall structure of the object the deeper they are.”
Mark Brown: The Two Types of Random
- “Randomness can be an incredibly important part of games. It’s used for variety, balance, rewards, the information horizon, and probably more things I’ve forgotten about. […] Understanding the difference between input and output randomness is perhaps the most important thing to learn.”
Randy Farmer et al.: Prosocial economics for game design
- “Multiplayer games can help build a playerâs social support network. What would game design look like if our goals included reducing loneliness, decreasing toxicity and boosting a playerâs positive connections with others?”
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Gaming | Tagged: game design, ludologie, ludomedia |
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Posted by Fabian Fischer
December 16, 2019

Lesens-, hörens- und sehenswerte FundstĂŒcke aus der Welt der Spiele.
Christian Huberts: Die Spieler scheiĂen auf den gröĂten Haufen
- “Death Stranding belohnt somit Influencer. Jeder möchte viel Laufpublikum fĂŒr seine Leitern und am Ende fĂŒhren gleich fĂŒnf ĂŒber denselben Fluss. Der Teufel, in dem Fall der Spieler, scheiĂt auf den gröĂten Haufen. Alle anderen können der Elite zumindest den erhobenen Daumen zeigen.”
Jonathan Blow:Â Making Games in 2019 and Beyond
- “It’s hard for people to understand what your game will be. […] Look, feedback is good. […] Seeing other people interact with your game can shatter any illusions that you may have. […] On the other hand […] if you release something in early access and it’s far from what it’s going to be, I think most of the feedback will be incorrect.“
Mark Brown: The Most Innovative Game of 2019
- “While making an open-ended puzzle game sounds great, it’s open to easy answers […] so the designer’s job is to actually lock you in and force restrictions on you.”
Rym DeCoster & Scott Rubin: Take Your #@*$ Turn!
- “If a game is fun, but it takes a long time, it’s not that good. Or at least it has a low fun economy. […] If you can find a game that is a certain amount of fun, but takes like 10 or 20 or 30 minutes to play, that game is probably objectively better as a game, and you should seek those games out. You should reward the games […] that respect you enough to not waste your time.”
Stephen Blessing: The Incan Gold Experiment (GameTek 213.5)
- “We had an abstract condition, which is devoid of any content or theme. […] The abstracts, regardless if they were playing more risky or more cautious […] scored higher than the other two conditions, and they also took significantly less time playing.”
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Gaming | Tagged: game design, ludologie, ludomedia |
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Posted by Fabian Fischer
November 4, 2019

Lesens-, hörens- und sehenswerte FundstĂŒcke aus der Welt der Spiele.
David Stark: Why I Made A Game That Isn’t Fun
- “Pay to skip the wait. Pay to remove the limit. Pay to get a boost, skip the ads, make the numbers go up faster. Sandstorm is a game that was sparked by a conversation about the intentionality of these kind of mechanics, and the idea that a game could be purposefully unfun.”
Hamish Black: John Wick Hex and the Problems of Adaptation
- “You can see what they were going for, but in practice [John Wick] Hex ends up being too inconsistent to be a puzzler and too rigid to be an action game. It just lies awkwardly in the middle.”
Jim Sterling: Are Automated Bots A Deceptive Con?
- “If you don’t know that it’s all pretend times, you think you’re winning. And if you think you’re winning you’ll feel encouraged to keep playing. […] And the more you play, the more you’re entrenched in that game’s economy. And the more entrenched in the economy you are, the more tempted you may be to spend cash on it.”
Neo Magazin Royale: Coin Master – Abzocke mit Fun
- “Simuliertes GlĂŒcksspiel birgt einige Gefahren: Zum einen wird durch Normalisierungstendenzen eine positive Einstellung gegenĂŒber GlĂŒcksspiel begĂŒnstigt. […] In letzter Konsequenz schĂŒrt dies den Wunsch auch mal um echtes Geld zu ‘zocken’. Junge Spieler sind dafĂŒr besonders anfĂ€llig.”
Razbuten: What Games Are Like For Someone Who Doesn’t Play Games
- “Watching [my wife] work through this early section [of Hollow Knight] and seeing the different ways that she viewed the game got me thinking a lot about the language of video games, and just how much a person’s level of video game literacy affects their experience with any given title. […] So I decided to run an informal experiment…”
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Gaming | Tagged: game design, ludologie, ludomedia |
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Posted by Fabian Fischer
September 23, 2019

Lesens-, hörens- und sehenswerte FundstĂŒcke aus der Welt der Spiele.
Mark Brown: Space Invaders | Design Icons
- “While [Space Invaders] was far from the first ever video game, it made a number of incredibly important contributions to the field of game design that would fundamentally change how games were made. From high scores, to destructible cover, to adaptive soundtracks, to the entire shoot-em-up genre, and that oh-so-important difficulty curve.”
Doc Burford: i donât think i like prestige games
- “Iâd say that prestige games are expensive AAA-type games that imitate better art without really understanding or improving upon them in any way, often using fairly boilerplate mechanics to accomplish this. […] With a lot of these prestige games, the mechanics seem to be there because the designers needed to put some mechanics in to justify telling this story as a game.”
Jim Sterling: How Game Companies Abuse Passion
- “If there’s one thing a corporation loves to do, it’s to make people feel like they’re choosing to participate in their own oppression. It’s a classic manipulation tactic. […] In short, passion has become a bullshit word used in place of compensation or fair treatment.”
Joel Goodwin: Go the Distance
- “The beautiful thing about roguelikes is how they force you to overdose on system analysis. What variables you can control, what variables you can predict and what variables are out for your blood. And, boy, Speed Run sent me down a lava-scarred rabbit hole of Hopliteâs systems.”
Keith Burgun: Why it’s important that we push back on Auto Chess being a “genre”
- “We get some super successful game, and then everyone is ape-ing that for a decade instead of just stepping back and thinking about interactivity in a more broad sense (which is totally possible and works, as demonstrated year after year by board game designers).”
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Gaming | Tagged: game design, ludologie, ludomedia |
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Posted by Fabian Fischer
August 28, 2019

Lesens-, hörens- und sehenswerte FundstĂŒcke aus der Welt der Spiele.
Adam Millard: Why We’re Wrong About Violence In Games
- “We need to be able to distinguish aesthetic from how we approach and engage with games […] I’d argue that instead of judging games by whether they have bloodshed or not, we should instead judge them by what kind of player experience they’re creating.”
Extra Credits: Diegetic UI – Realistic, or Distracting?
- “Some information, it seems, is just better represented by a bar or number on screen, or even a menu list. This is because the purpose of UI is to show critical information to the player. So displaying that information in the most straightforward way is generally better. […] Good UI should be legible first, stylized second.”
Jim Sterling: The Political Agenda Of Dark Souls
- “Dark Souls explores the idea of perpetuating cycles to keep a status quo upheld while the ruling class cling to their stale thrones. A ruling class that has convinced those lower on the social rungs to vote against their own interests and belief things that actively keep them under the elite’s boot heels.”
Mark Brown: The Best Games from GMTK Game Jam 2019
- “This year the theme was ‘Only One’ which encouraged designers to make games with only one bullet, or only one room, or only one button. […] I want to send the jam off by showing the 20 games that I think are most deserving of note and attention.”
Mark Brown: Why Does Celeste Feel So Good To Play?
- “[Celeste] shows the importance of getting the curves right when building basic movement, adding mechanics that introduce very different ways to navigate the space, using feedback to emphasize movement, being forgiving about pixel precision, increasing the skill ceiling with advanced movement and not being afraid to test, tweak and toss away work throughout the lengthy process of getting this stuff right.”
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Gaming | Tagged: game design, ludologie, ludomedia |
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Posted by Fabian Fischer