QuoteA game is a machine the designer crafts and tweaks to respond to play.link
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Show posts MenuQuoteA game is a machine the designer crafts and tweaks to respond to play.link
QuoteEssentially, you can think of games as either big or small, and either short or long:
Big vs. small refers to how long the project would take to complete and/or how many people. Short vs. long refers to how long the game lasts to the player. A game that lasts a few minutes or a couple of hours would be short, a game that lasts tens or hundreds of hours would be long.
The space of big games, either short or long is explored by lots of people. The space of small short games is also explored by lots of people, generally indiedevs. But the space of small long games is largely ignored.
Perhaps ignored it too strong a word, but for some reason people assume that projects that last people a long time should also take a long time to make, but to me it seems like this isn't true. So I've set my sights on exploring this space, largely because it aligns well with what I'm interested in making.
Quote from: Ian Bogostrefusing to ask what could be different, and instead allowing what is present to guide us
Quote from: Zeigfried Cashhow does this game want to be played?
Quote from: Discussion: The Forbidden - Electron Dance (comments)JOEL GOODWIN:link
I'm actually pretty happy with giving up the term "game" myself because it has so much historical baggage associated with it. I grew up with Space Invaders and the Atari console and Star Raiders: these came to define the popular meaning of the word "game" and trying to fight the will of people is like trying to stop a flood with your bare hands (cf. roguelike).
DROQEN:
I miss the historical baggage. I've tried to put into words my heartache many times: there is no word that means what game used to mean.
QuoteI act on impulse most of the time, and otherwise do what I can to design a life that rewards my impulses with beautiful outcomes. I think designing games is like that: designing little spaces that reward my avatar's impulses with beautiful outcomes. Only, when I make a game I can share the experience with you; you can inhabit the same space, embody the same avatar, perhaps act on the same impulses, and – if serendipity allows – behold the same beautiful outcomes.link
Through making and playing with games and other art, I hope to come to some deeper understanding of not the science of my brain, but the experience and meaning of being some specific person.
Quote[..] all our overlapping definitions of a game – a challenging or competitive passtime, a voluntary system of rules, win states, fail states, edge cases, learning curves, agon, ludus, product [..]link
[The videogame is] not always ludic; it's not always narrative; it's often neither. It means something close to "digital entertainment product for one or more people that may or may not contain some interative systems".
Quote from: Electron Dance newsletter, 2021 Sep 24I'm genuinely interested in how Electron Dance readers personally understand the word "game" and how they classify what they consider "non-game". So let's agree to a short amnesty. Nobody gets to call out anybody for spilling their private definitions of game in the comments. Let there be no shame in the comments today, provided no one uses the word "roguelike".
QuoteI want to be placed into seemingly impossible situations and feel the spirit of the dev cheekily suggesting "what, you can't do this?"
QuoteI think a lot of the things that I think I do to avoid writer's block is I write through songs that I don't like. I get an idea for a song, I just go ahead and do it, even though I don't think I'm going to like it.
And I feel like that frees me up to go to the next song.