Artistic license canât outwit evidently bad rhyme or bad meter. -droqen, coy form I thought, ‘nu-uh, I’ll show you!’. But it is true, without some greater trick, a limerick with broken form is hard to get away with. The form is limiting, but as always, that can be a source for creative expression – constraints… Continue reading I once met a man from
Author: Jack
Appreciation as Practice
Limericks, Form, Miraculous Coincidences [on latte art:] Itâs not a very expressive medium, but it is a medium and itâs worth exploring (or nothing is worth exploring). – Zeigfreid, Miraculous Coincidences There is a satisfying cant to the limerickâs flow, strongly suggesting a setup, a brief diversion, and a punchline. We can still meticulously construct… Continue reading Appreciation as Practice
Answering my own question
I like that quote from BashoâŚ. ‘seek what they tried to seek’. mm. Maybe this [is] âwhat we do when we do game designâ? Using all the mechanisms available to us, we create a beautiful Hedge and tease out the playerâs capacity and inclination to perceive it, to invite them to seek what we tried… Continue reading Answering my own question
Correctness, Progress, and Timeless Truth
Correctness I find itâs more exciting to be an explorer, a detective, when I think there might be some big fuzzy ârealâ answer and that Iâm not just doing all this work for the sake of leaving behind footprints. droqen, Interpreting éĺ¤ć, and the Timeless Way Touche! It seems that I also used some terminology… Continue reading Correctness, Progress, and Timeless Truth
Designing without correctness
This is an interesting, um, example? specimen? I have been leaning hard into ‘the death of the author’, in a lot of ways for my own mental health, to allow myself to engage with things on my own terms and feel comfortable and confident about my manner of engagement, and what I end up valuing… Continue reading Designing without correctness
Slime Logic
Hello, it has a been a bit! I thought I might share some recent thoughts I’ve been playing with. Thoughts around feedback, theming, and poetics. As always, in the world of GAMEFEEL. A couple months ago I started working on a port of the classic Sokoban, but re-envisioned as a sliding block puzzle (a la… Continue reading Slime Logic
Recognizing Play
Lately I have been thinking about play, in a general sense. The various ways it manifests in life and games, and my relationship to it as an activity. Our recent discussion on responsibility helped me recognize the degree to which I wasn’t taking responsibility for my own engagement with play, which was enlightening, and a… Continue reading Recognizing Play
Taking Responsibility for Taking Responsibility
So, games always take on some responsibility for what the resolution of the game experience is, and it has a limit. They can’t avoid it. Zeigfreid insists (and I think we agree). Videogames have a resolution problem (I insist, there is no escaping it). I take Jackâs suggestion as a call to work with that constraint rather… Continue reading Taking Responsibility for Taking Responsibility
What (or Who) is responsible for the Resolution Problem?
The ‘Resolution Problem’ of videogames is an interesting framing for the way that we get bored after some time exploring gamefeel games. But I have some question about it. ⌠HAIKU games made me think âah yes, videogames: stay in your laneâ. Be polite, be expressive, be real; donât overstay your welcome, donât pretend to… Continue reading What (or Who) is responsible for the Resolution Problem?
What isn’t emersive?
I find prototyping is a really trial-and-error experience, a random walk around playspaces to discover what works and what doesnât. Itâs the only way to stumble upon something totally new! So my personal answer:â Pay attention to systems external to the game.â Reject non-emersive designs and see what I find. Droqen (Prototyping Emersive Games?) A… Continue reading What isn’t emersive?