Subsystems
Last week I wrote about how no two people walk away from a piece of art with the same conception of what they just saw. I mostly couched that in terms of older media like visual art and film, but…
Last week I wrote about how no two people walk away from a piece of art with the same conception of what they just saw. I mostly couched that in terms of older media like visual art and film, but…
If we are alone, and we are dissatisfied, we can change the scene – either by traveling or adapting the world to suit ourselves. If we are with a few other people, it is usually still possible to convince them…
Virtual reality will never be what you want it to be. What do we want virtual reality to be? We want the complete experience of being someone or something else. We want to be able to do what they can…
What is randomness? We tend to imbue the term with more authority than it ought to have, to invoke an ideal of completely unknowable numbers and events that come from nowhere, from nothing, beyond nature, supernatural. However, all of the…
To play a game is to perform a series of tasks it asks of you. Most of the time, these tasks are some sort of challenge of dexterity, cognition, perception, or some combination thereof. There are also, though, a number…
Most games are competitive in nature – some might argue that as part of the definition of game, that anything that isn’t competitive is really a puzzle or some other sort of interactive entertainment. What the word ‘competition’ even means…
In games, actions have consequences. This is broadly true in all cases: The game is defined by its reactions to the actions you take within its spaces. However, when we talk about games – and when games talk about themselves…
Everyone feels trapped. Helpless. We have a problem, and it’s a trolley problem. We are on rails, and the scope of our choices sharply constrained. There is no preventing the harm, only, perhaps, reducing it. In the face of impending…
What is good art? We are constantly declaring various books and movies and games to be good or bad – we get in arguments about these classifications, have entire professions dedicated to evangelizing them. We go to great lengths to…
Game design is a trust exercise. The player has to be able to trust that the game designer’s decisions make sense, that when they take an action within the system the resultant reaction will make sense and be predictable. “Predictable”…