Tag Spelunky

Trust

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”…

Agnostic Objects

A game is a collection of symbols and rules for how those symbols can interact with one another. I described these as being obstacles and tools, one of which defines the parameters of success and the other of which are…

Tyrannical Play

The discussion of what’s fun and interesting in games is necessarily also a discussion of what’s boring and tedious. Finding the points where a design begins to work against itself, begins to push the player down paths of rote task…