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#11
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:50:13 AM
QuoteDesign includes:
  • A shared set of practices and techniques
  • A public discourse about its values, goals, innovations, and limits
  • A canon of existing examples and counterexamples
  • A worldview that differentiates design from other kinds of activities
  • A pedagogy that brings new practitioners into the community.

from ROMchip Presents: Peter McDonald on The Impossible Reversal: A History of How We Play (timestamp 44:59)
#12
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:46:00 AM
a high degree of reliance on qualia
- devastates the foundation of design discourse (todo: link to mcdonald's definition of design)
- is or seems to some degree necessary because of the immense complexity of games (todo: link to conversation with jw)
#13
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:44:12 AM
there is something missing.
#14
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:42:49 AM
when i'm 'playing' gameplay (forever), i am having a complex subjective experience that comes from countless interacting things, both internal and external.

i think that i am writing this thread because i have found that descriptions of aesthetics (in the MDA sense) is not very useful to me as a player, as a designer, as an appreciator, or as an artist.

this is not a new idea.

i believe the philosophical term that is most commonly used to refer to these things that are useless to describe is "qualia".
#15
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:35:56 AM
(end of examination of brlka's post.)
#16
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:33:35 AM
QuoteIn an angel dances in the sparks of a bonfire (aka angel game), a timer spawns two sparks, then resets to a random interval between one and zero. The result is uneven, unpredictable clumps of sparks - sometimes massive, dense waves, sometimes a sparse handful. This feels very different! It isn't fair, but it's fun.

the above contains a textbook-order example of the MDA framework.

MECHANICS : a timer spawns two sparks, then resets to a random interval between one and zero
DYNAMICS : The result is uneven, unpredictable clumps of sparks - sometimes massive, dense waves, sometimes a sparse handful.
AESTHETICS : This feels very different! It isn't fair, but it's fun.
#17
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 02:26:45 AM
mechanical descriptions interlaced with experiential descriptions:

Quotehazards that move around and threaten the player
- "hazards that move around" describe a thing that can be defined in code.
- "threaten the player" is a feeling ('threat') delivered to the player.

QuoteA player-aware hazard that chases the player is easy to avoid, while player-indifferent hazards can often be ignored if you're standing still; mix the two, and the chasing hazard will force the player to move and engage with the other hazards.
- "A player-aware hazard" and "player-indifferent hazards" are defined earlier in mechanical terms; their movement is or is not influenced by player position (even here, 'indifferent' as a word carries a whiff of intentionality or sentience)
- "easy to avoid" describes the (subjective) difficulty of a player action
- "force the player to move and engage with" describes the player's action as reactive, animated by the game -- player as object, rather than subject (the game forces the player to move, rather than the player moving)

QuoteAvoiders should demand the player's attention
^an even more explicit framing of the game animating the player.
#18
Today, and Other Todays / Re: 3582 positions
Last post by droqen - August 02, 2026, 01:46:02 AM
Quoteshort, arcadey mini-games about avoiding obstacles in claustrophobic spaces.

brkla defines "avoiders" as having certain qualities:
- "short", describing a quality of the average player experience
- they are "about avoiding obstacles", describing the purpose of them in terms of the actions which the player undertakes
- "claustrophobic spaces", describing the spaces in terms of how they feel to the player (claustrophobic space can be used loosely as a synonym for tight space, but carries a psychological connotation)
#19
Today, and Other Todays / 3582 positions
Last post by droqen - August 02, 2026, 01:45:45 AM
i read brkla's "designing avoiders"

after spending a large amount of time with my own gameplay (forever), in a sibling sort of genre.

brlka's writing belongs to a very common canon of game design writing that focuses on something i will tentatively call 'player experience'.

excerpts from "designing avoiders" will follow, accompanied by commentary.
#20
Today, and Other Todays / Re: 357U getting to 10,000 poi...
Last post by droqen - July 31, 2026, 04:10:55 PM
kill gameplay.