Bogged Down with Stuff

Items are one of those weird things we take for granted. Sometimes we use them, sometimes we ignore them, sometimes we forget they exist. And yet as something that is designed for the game, it’s probably worthwhile for players to think more consciously about when and how they use these items. In this essay I explore a few ways in which the design of items – how they work and how they’re introduced to a player – can impact how players think about those items.

On Interpretation: What is “Interpretation”?

Words: 2024 Approximate Reading Time: 15-20 minutes Returning to the topic of the art of interpretation and applying it to games, I want to step back for a moment to do some defining. We engage in this activity for a lot of reasons. Sometimes we find a thread in a game or book or filmContinue reading “On Interpretation: What is “Interpretation”?”

Stuck in a Rut?

“Genre” is one of those things we talk about a lot, and perhaps devote a lot of thought to. But usually when we think about genre, we focus on proper categorization. But an interesting aspect of genre is how it impacts design – both from the lens of how games influence each other, and how players set expectations about what a game in a particularly genre should be.

“You Don’t Want to Miss This!”

Missable content in games is one of those things we have varying feelings about. Sometimes we don’t care, sometimes we care a lot. I wanted to share a particularly bad experience, and from that experience attempt to share some rules that I believe help illustrate why sometimes missable content is a product of poor design that harms the player experience.

On Interpretation: What’s in a Word

Interpretation often requires looking into the usage of words to derive meaning. But a hyperfocus on specific wording can lead to errors. In this essay I explore how removing words, sentences, or lines from their context can result in mistaken understandings of the meanings of those same words/sentences/lines in context.

Talking about Games: Interpretation and Meaning

We can sometimes find ourselves locked in arguments about what a given game is about. But truly answering this question means understanding what we mean when we say a game is “about” something. In this essay I discuss the ways in which we derive meaning from works and how a given work can in fact have multiple meanings – can be about many things all at once.

“No, Not that Way!”

Physics puzzles are one of those things that we often understand to be bad. Not universally, but we acknowledge that you’re going to run into all sorts of problems with the physics that makes the experience frustrating. In this essay, I explore the underlying problems with physics puzzles that actually leads to this frustration, and explain some ways in which physics puzzles can be made more engaging.