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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...

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Aesthetic 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...

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Criteriological 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...

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Folk 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,...

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Actually 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...

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Games 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...

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Virginia, 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)...

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Video 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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