Science fiction and explanation
I’m going to touch again on my earlier post about Science Fiction’s enticing of present-tense curiosity. I made passing reference to the opening scroll as something that is so often forced upon science...
View ArticleAesthetic of flashing lights
Thanks to the influence of animation and Edward Tufte, in the design of my own games, I normally go with the judgement that visual contrast should match the relative importance of any object within the...
View ArticleCriteriological Types
From an analysis of gaming magazines from 1981 to 1995, I like this list of “criteriological types.” These have been noted and the result is a list of criteriological types including ideas like game...
View ArticleFolk art, clones, genres, and N-likes for any value of N
Some things I’ve read relevant to the thoughts percolating in my head: The creator of Threes shows the email discussion behind the design of the game. To show that even though it’s a very simple game,...
View ArticleActually fact
So in this video from LambHoot, he says this: “This isn’t just my opinion, this is actually fact.” This is him saying the quality of Five Nights at Freddies is poor. And then he qualifies his statement...
View ArticleGames as systems of information
So lately I’ve been reading Rules of Play and I have a small discussion about something they get into in the chapter Games as Systems of Information. In it, they summarize a typology of information in...
View ArticleVirginia, video games and montage
I played Virginia lately, which is unusual among games, I think, because of its use of montage. What I’m talking about isn’t exclusively what people call “a montage” in film, (eg: training montage)...
View ArticleVideo game architecture and the dimensions of doors in Gone Home
This is a door model from Gone Home. Anything strike you as odd? Dimensions of Gone Home doors. It’s pretty thick isn’t it? For comparison, I measured a door in my own home and referenced a Home Depot...
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