if rows > 10:
if randf() < 0.02: randomtile = 35 # poison
if rows > 50:
if randf() < 0.08: randomtile = 35 # poison
var randomtile : int = 11
if randf() < 0.02: randomtile = 25 # frut
if abs(x-xhole) > 1:
if randf() < 0.30:
randomtile = 90 # WALL
else:
if rows > 10:
if randf() < 0.02: randomtile = 35 # poison
if rows > 50:
if randf() < 0.08: randomtile = 35 # poison
maze.set_cell_tid(Vector2i(x,0),randomtile)
Quote[..] we have simply and in some cases uncritically accepted the views that all video and computer games are games and that what we do when we use them is to play. [..] The commonplace view that either narratology or ludology will be the right method for analyzing computer games turns out to be based on the unexamined assumption that the phenomena in question are stories or games to begin with. [..] To understand whether one can play video games, we need to consider [..]
QuoteThe path of use of an FPS has virtually no play in Derrida's sense; rather, the player submits to the issuance of orders and then follows them as precisely and efficiently as possible. The player only controls variables like the rate at which he or she fires a weapon or the choice of weapon itself.
QuoteWhat separates WoW or Half Life from the worker's business world is thus not variability or "give" but rational certainty, the discreteness of goals, the general sense that such goals are well-bounded, easily attainable, and satisfying to achieve, even if the only true outcome of such attainment is the deferred pursuit of additional goals of a similar kind. [..] It seems hard on any account to call this sort of activity "play" and even less to understand why it is proper to see it as a "game."
Quote from: Audience member 1[25:57-]. . . we've always had things like sudoku or crosswords; stuff to keep your brain active. So I think when you're designing games, you kind of have to decide: am I making a game to express or relate . . . [Sudoku] is just to keep you active.[-26:15]
Quote from: Audience member 2[26:31-][Sudoku] makes you feel smarter[-26:32]if you watch the video, i'm interrupting and reacting to these comments!
Quote. . . the mere mention of sudoku derails the talk - because it's existence and the fact that millions play it daily indicates that this just isn't an issue. (comment)
QuoteWhen the audience member brings up sudoku and how it doesn't express anything, Droqen is upset by that. Based on this, it seems as if he believes a game is not meaningful unless it expresses something, and therefore a game must be less meaningful if it spends less time expressing things and more time with mechanics. (comment)
Quotelosing one's mind over the concept of someone playing sudoku is ridiculously funny to me. every day after lunch, my dad plays sudoku. he sometimes replays old ones from months ago to see if his time got better. part of the goal is to retain mental acuity, sure, but he also just enjoys it. (comment)etc.
Quote from: i am a dot.[22:32-]In the case of "gameplay (forever)", this endless tower is badly designed. It's bad on purpose, but it's still bad. There seems to be no rhyme or reason to what blocks appear where, which leads to impossible situations to climb through. Also, the controls are weird, and floaty.[-22:47]
Quote from: i am a dot.[23:06-]The End of Gameplay gives the audience lackluster parodies of better games and asks why anyone would bother with them.[-23:12]