This is how I feel about gameplay! It has such a tangible feeling, the way that it unfolds for the devoted player, that fantasy of... well, it is a power fantasy, isn't it?
Richard Terrell wrote in A Defense of Gameplay back in 2012 about learning, and I think that this is all helping something take form, my conception of what it is that gameplay is:
Learning something bred to be beautiful to learn, rather than useful, or meaningful, or (this term I keep returning to) life-giving, or anything. That's all redundant. You get to make one choice: what is the thing?
If you choose 'beautiful to learn' then all else shall fall by the wayside. It must, if you are to do your best work.
It is an insult, then, when I say that something has been designed to be beautiful to learn. Beautiful to discover.
It is a flaw.
Richard Terrell wrote in A Defense of Gameplay back in 2012 about learning, and I think that this is all helping something take form, my conception of what it is that gameplay is:
Learning something bred to be beautiful to learn, rather than useful, or meaningful, or (this term I keep returning to) life-giving, or anything. That's all redundant. You get to make one choice: what is the thing?
If you choose 'beautiful to learn' then all else shall fall by the wayside. It must, if you are to do your best work.
It is an insult, then, when I say that something has been designed to be beautiful to learn. Beautiful to discover.
It is a flaw.