Tag Archives: Dustin Connor

Playing With Aesthetics: Your Favorite Final Fantasy

About: Playing With Aesthetics

Next up, your favorite Final Fantasy. That’s right, pick your favorite and vote according to that. There are some differences game-to-game but it seemed tedious to separate them all out for the smaller variances. Instead we thought it would be more interesting to see the aggregate of what made favorite Final Fantasy games stand out. Tell us what you think! Continue reading

WIHILA Pokémon X/Y – Breadth of Aesthetics

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In honour of our new series, Playing with Aesthetics, and with a new Pokémon game approaching, I’d like to take this opportunity to dredge up the topic of Core Aesthetics again, and use it as a lens on the design of Pokémon games (and the upcoming Pokemon X/Y). I believe that a lot can be learned about the broad appeal of Pokémon games by examining how it covers many different core aesthetics. Through iteration and improvement over its history, the Pokémon games have kept many core game elements constant. Instead of constantly changing or over-developing, the game has steadily spread to reach many more aesthetics than the average game can.

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Playing With Aesthetics: Pokémon

About: Playing With Aesthetics

For our second analysis, let’s dive into the Pokémon series. The game means a lot of different things to different people (as Dust’s WIHILA that is coming tomorrow addresses) so let’s hear what you guys have to say! Continue reading

Playing With Aesthetics: Introduction

Hi everyone! Des 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, Des 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

WILA Dragon’s Crown – Conveying Story Without Stopping the Action

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.

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Liebster Award

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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