QuoteCost of failure
Syntactically, atoms must
always have a failure state
link, even if said failure is
only an opportunity cost.
QuoteWhy?
Any atom that involves risk must have
at least a binary result.
This is why we do not consider
moving a checker piece without a
capture or a setup to be an atom.
I've notated these using red arrows
rather than blue.
QuoteClarifying dimensionality
Depth
Literally, the depth of recursion
Breadth
Literally, the amount of parallelism
Size
Literally, the amount of sequentially chained atoms.
(Isn't it nice to finally know what these
mean?)
QuoteDesigner Raph Koster highlighted the imprecision of natural language as a tool for designing gameplay, and proposed we develop a graphical notation system for game design
Quotesorta tangential, but this reminds me of Katherine Neil's article, because of sheet music being this abstract design tool which is something games do not have: https://medium.com/@haikus_by_KN/how-we-design-games-now-and-why-bcbc1deb7559link to bleet
Quotestumbled across this this thread because i'm rereading Understanding Comics and decided to check if anyone has tried to Scott McCloudify video games...idk if this is that but it's interesting! also i'm curious, would your non-player-centric definition include a game that literally plays itself?link to bleet