Long time no see! It’s a bit interesting to me that, while you guys were discussing what was that made games feel alive, I was unable to answer right away because I was, in my way, seeking what made ME feel alive. I read your letters through many balconies in many cities, from the kinda-cold… Continue reading More questions than answers
Author: Mer Grazzini
I make games, drawings, music, texts, tasty food. I even sleep sometimes.
Making meaning
These are topics that are quite interesting to me! So I’m happy to jump in.Some answering is due: I like what droqen stated about a game failing to express itself correctly and making you rage quit out of confusion or just blaming the game for your own mistakes. And then Jack asks himself: What is… Continue reading Making meaning
A recipe for Whole Grain Decisions
A recipe for droqen, that wants Whole Grain Decisions that affect you. Ingredients: 3 cups of creativity 200g of fresh MDA 2 teaspoons of Theme (can be replaced with Meaning) 1 or 2 main mechanics, halved 1 platonic game, unpeeled 2000-3000 lines of code, drained and rinsed (the way of measure this might change depending… Continue reading A recipe for Whole Grain Decisions
Dripping self through the plotholes
The thing about being five posts behind, is that I need a bunch of posts to catch up. So, emersiveness. I have this very specific memory of waiting at the bus stop and realizing I could get on that bus, or any bus, and just go anywhere I wanted — not only to my destination,… Continue reading Dripping self through the plotholes
Musicality of games
It’s interesting to ask how a videogame might be challenging like a book or movie, but I think it’s equally interesting to consider how books, movies, and poetry might be challenging like a videogame. (droqen, in Difficult Poetry) I love this! I think sometimes poems are not straightforward, they are a bunch of playful words… Continue reading Musicality of games
Responsible childs and lazy adults
Hi you all! Time to try and put some of the stuff I’ve been thinking on here. Warning: this might be a bit all over the place; my apologies, that’s the state of my head at the moment. So, who’s responsible, huh? Why do I stop caring about jumping around in Mario’s world? Is it… Continue reading Responsible childs and lazy adults
Erasing mechanics: case study
Dear all of you guys: I made a small IF for GMTK jam where I wanted to talk about loss and memory. So I played around the idea of erasing thoughts, memories, words; and tho I ended up using that mechanic just for one of the four situations (because is hard af to write), I… Continue reading Erasing mechanics: case study
On life, games, and everything else (42)
The real world does not have a resolution problem, and literally any human could spend a decade exploring literally any patch of dirt and grass on the surface of the earth. The real world is infinitely deep Zeigfreid (Brevity is the dark souls of wit) Yes, but is it really? I mean, yes, no matter… Continue reading On life, games, and everything else (42)
Telling our stories inside and outside the games
Hi droqen: I don’t know that this is actually “working out more the concept” as you said, but these are the places my mind went while reading you so I’ll lay them out. [GAMEFEEL] is worth caring about because it’s all focused on what the player is actually doing. GAMEFEEL matters because it is literally… Continue reading Telling our stories inside and outside the games
Creativity in social games
Dear all of you: So we had been talking with droqen about the fact that Minimal games (aka Haiku games) are better suited for a creative audience, cause they require the player to imagine and create into the open-empty spaces. And I think that’s fine, cause in any case it’s an intimal pact; only you… Continue reading Creativity in social games