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Seventh Day of Hanukkah

Hanukkah Special — Day Seven | Architectonics

Today, we will engage with the fourth and final design territory of the Ludotronics paradigm, Architectonics.

Sixth Day of Hanukkah

Hanukkah Special — Day Six | Narrativity

Narrativity, our design territory for today, is all about “emotional appeal,” seen from the viewpoint of narrative qualities or properties that work toward conveying specific meaning in a specific dramatic unit for a memorable gameplay moment.

Fifth Day of Hanukkah

Hanukkah Special — Day Five | Plurimediality

So what’s the aesthetic experience of our Hanukkah game going to be? To answer this question, tentatively, we will look at the game’s style and sound.

Fourth Day of Hanukkah

Hanukkah Special — Day Four | Interactivity

Today, we will explore the first design territory for our Hanukkah game, Interactivity.

Third Day of Hanukkah

Hanukkah Special — Day Three | Audience & USP

Today, on the third day of Hanukkah, we will explore possible target audiences and the game’s unique selling proposition, or USP.

Second Day of Hanukkah

Hanukkah Special — Day Two | Theme & Core Experience

Today, we will turn to the meaning Hanukkah has acquired over time, from the Talmud until today, to find our game’s theme and its core experience.

First Day of Hanukkah

Hanukkah Special — Day One | Intel

Along the eight days of Hanukkah, of which today is the first, let’s sketch a game concept about Hanukkah along the Ludotronics paradigm as an exercise.

Playgrounds

Native Informants in Game-Based Learning: Gender

Calling in native informants as consultants is exceptionally useful for avoiding mistakes, designing convincing characters, and broadening a game’s reach beyond its mainstream audience.

AdvX 2018

On Interactive Writing: Jon Ingold’s Sparkling Dialogues

How to plan, prepare, and execute dialogue that is both interesting and interactive.

Chris Crawford’s Dragon

How the Games Industry Killed the Dragon Chris Crawford Went Out to Slay

While the Dragon was vanquished, it wasn’t vanquished in the way we hoped.

Yellow Brick Road

Not Even Dreams: From Oz’s Yellow Brick Road to The Division 2’s Capitol

Experiences, all experiences, are inside our heads; and inside our heads, all our experiences are real.

ludotronics.net

Ludotronics: On Lectures, Levels, and Learning Outcomes

In terms of learning outcomes, game levels have a lot in common with university lectures and can be planned in similar ways.

Ludotronics

Ludotronics: On Exploration

Whatever it is you’re working on, always make sure to remind yourself to go explore.

Mediadesign Hochschule

Entering Game Space: A Very Compact Primer

A brief essay on passages in game design that I wrote for my university’s news room page.

Mediadesign Hochschule

On Flow and Flow Control

A brief essay on “flow” in game design that I wrote for my university’s news room page.

Playgrounds

Breaking Down Siloed Educational Subjects & Learning with Computer Games: Finland Leads the Way

What I feel now is the powerful urge to immediately move to Finland.

Playgrounds

“Voted ‘Best English Village Simulation App’ 2015”

Another Tom Gauld cartoon that cracks me up.

Writing Room

Storytelling Technique, Western Culture Edition

Applies to around 95 % of popular books, movies, tv-shows, or video games. Add meta bonus for rationalizations in literature vs. genre / highbrow vs. lowbrow manifestos.

Playgrounds

Thing Is, Austin Walker Is Creating Great Video Game Criticism (And You Can Chip In Some for It on Patreon)

Or, in the immortal words of Harlan Ellison: “Pay the Writer.”

Playgrounds

#ECGBL 2014: The Pitfalls of Gamified Learning Design

Game-based learning can provide us the tools to learn and create collaboratively, and to teach us to learn and create collaboratively, for sustained lifelong learning-experiences.