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#61
Today, and Other Todays / Re: 2026, feb 5 - I understand...
Last post by droqen - February 05, 2026, 10:35:19 PM
It was the immediate next two slides at which I stopped dead. They read as follows:
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.
#62
Today, and Other Todays / Re: 2026, feb 5 - I understand...
Last post by droqen - February 05, 2026, 10:16:24 PM
One of the slides in Koster's presentation began to give me a feeling. It reads as follows:
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?)

It was the last parenthesized rhetorical question. Though I cannot transmit the feeling, it was a kind of dismissive, disgusted, superior feeling I associate with the thought that I have recognized someone has produced a simplifying (but inaccurate and destructive) lens and is presenting it smugly as the truth. I was not having that explicit thought specifically at the time, and I'm not suggesting that Koster is smug - either here or in general - but I was having the feeling that goes with the thought.
#63
Today, and Other Todays / Re: 2026, feb 5 - I understand...
Last post by droqen - February 05, 2026, 10:10:16 PM
The moment of understanding occurred while perusing a Raph Koster presentation linked in How We Design Games Now and Why as follows:
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

(This sentence and this link were provided in context among many other designers' statements and proposals. Here I have included only the one that contained what sparked the moment of understanding.)
#64
Today, and Other Todays / Re: 2026, feb 5 - I understand...
Last post by droqen - February 05, 2026, 10:02:57 PM
I began to read Understanding Comics, not for the first time, on January 31. I finished on February 4. Then I began to read Katherine Neil's How We Design Games Now and Why.
#65
Today, and Other Todays / Re: 2026, feb 5 - I understand...
Last post by droqen - February 05, 2026, 10:01:01 PM
On February 4, Paul Diaz blote thus:
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-bcbc1deb7559
link to bleet
#66
Today, and Other Todays / 2026, feb 5 - I understand.
Last post by droqen - February 05, 2026, 09:59:45 PM
On January 31, Alex Beachum blote thus:
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
#67
Today, and Other Todays / Re: 2026, jan 27
Last post by droqen - January 27, 2026, 04:58:31 PM
existing is an experiment. to think of the end of experimentation is only to think of death. after the dream of death comes the dream of the mountain... i have learned many things i can't put into words! my purpose is not to convey what i have learned, but to use it all.
#68
Today, and Other Todays / Re: 2026, jan 27
Last post by droqen - January 27, 2026, 04:47:40 PM
to move on is not to forget.

#69
Today, and Other Todays / Re: 2026, jan 27
Last post by droqen - January 27, 2026, 04:47:04 PM
with The End of Gameplay, i wanted to create something pure. i did that. i think that everyone who experiences TEOG for better or for worse receives some portion of that specific emotion. i now must contend with the idea that, if i accept that i did successfully express the most important thing to me at that time in 2025, people don't necessarily care about what i care about.

you can't make people care. that isn't our purpose anyway. that isn't the purpose of The End of Gameplay, either.

i just cared. TEOG was an expression of that.

we now move on.
#70
Today, and Other Todays / Re: 2026, jan 27
Last post by droqen - January 27, 2026, 04:44:45 PM
what i am enjoying about TSLOG and what i enjoyed about Lupe Fiasco's Dumb it Down are this glimpse into the nasty human process of making anything, risking anything, doing anything.

lately, i have been thinking about games as 'possibility spaces'. adam said 'super-positions', as in, super-positions of all possible states and paths. the idea of game as hyper-hyper-hypersculpture, containing every state, is appealing to me as someone who likes to make games. i am not so interested in walking through the forest; i want to contain the forest, i want to be the forest.

not everyone is. and those who are, aren't necessarily interested in examining that process for its own sake. maybe i'm not even interested in it. maybe i'm more interested in doing it than discussing or thinking about doing it. well, now i'm getting caught in a self-referential trap.