A simple videogame structure to
construct: produce, according to some
algorithm or principle, a large state
space; and add or subtract to this space
by means of altering this algorithm or
principle (usually 'code' or 'rules').
when i play a game like this
the effect is quite intoxicating
and likewise making is thrilling
and surprising and frustrating.
as brlka writes,
QuoteI love avoiders because they're easy to
make, but still meaty and engaging to
design and play. They're the closest I've
found to a gamedev equivalent of
sketches - a piece you can bang out in an
afternoon that might end up being one
of your favorite things you've made,
something I've always loved about
making music.
there is an effect that making and playing games that are composed of
this structure has on me, which is that it takes me further away from
intentionality, and i start to lose touch with something that i love about
making things at all.
do i have control over my mind or what it outputs? this is arguable, and
the question may not even be sensible. however, there is a difference in
kind between a process of creating something and a process of coming
to love and appreciate something.
the structureless object that i discover does not reveal to me anything
about my mind or my thought processes. i do not wonder, when i
lose myself in the vertigo of an algorithmically generated structure such
as these, about the mind of a person.
i perhaps have an experience, but i cannot describe this experience as
empathetic or reflective.
i feel a little bit dizzy, and i will rest now -- convalesce from all the
vertigo of gameplay.
