Hi everyone! Dust and I are excited to introduce a new column that we are going to be starting up called Playing With Aesthetics! A little while back, Dust wrote a piece touching on the MDA framework which both of us find really interesting; it’s a great way to look at games. We have not seen much out there that tries to use this lens to categorically database games, so we are taking up the task! Continue reading
It always amazes me how physically tracking time, making this move from the intangible to the tangible can be so powerful. Continue reading
Here in the WILA posts, I oscillate between picking out a single game mechanic and elaborating on its many design benefits, and highlighting a single theme or goal of a game’s design and picking out the design choices which serve that theme or goal in the game. For Dragon’s Crown, I’d like to do more of the latter and talk about how the game packs itself full of story (of the flavorful characters, locations and histories kind) without stopping the action.
But first, a generally non-controversial assertion: players like playing.
What are the pros and cons of safety nets in games and how can these translate towards our daily mentalities and actions? Continue reading
Thanks to David and Holly over at Comparative Geeks for the nomination for the Liebster Award. We love the concept of these things. It is a great way to share the community with like minded people. Since we already did something very similar for the Sunshine Blogger award we will direct you to that article for good references and facts about us. The Liebster adds in some directed questions though, so we can add some additional info! Let’s see: Continue reading