Archive for January 2011

Why Minecraft Works (Design Concepts)

Jan 31, 2011

Why’s This Here? I don’t review games. But I do study games, and to that end, I have an interest in dissecting them to figure out what makes their designs work. Since discussing a game’s features requires no specialized skills or background knowledge, it seemed suitable to share here as a Beginner post. Background If… Read more »

Diagram: Player Actions and Memory

Jan 31, 2011

In an attempt to better organize and present my thinking about player experience, in particular as it relates to player interaction and learning, I’ve been working on a diagram. Although it has seen many iterations on white board and note pad, this marks my first attempt to clean it up and present it coherently in… Read more »

Real-Time Play: Tactical Patterns

Jan 29, 2011

Inexperienced Though Not Expert The majority of players are experienced though not experts. However, when we study play we tend to emphasize either inexperienced or expert play. The study of inexperienced players is ultimately the study of learning, and the study of expert players is the study of algorithm-like optimization, neither of which reflects how… Read more »

Two Styles of Management

Jan 24, 2011

Difference in Type The difference between management of a project that finishes and management of a project that goes on until abandonment is a difference in type, not amount. Putting more time into the project isn’t necessarily what’s needed to finish it – as is evidenced by the droves of finished games that get made… Read more »

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