Tag Archive for ‘games’
Buy Me, I’m Toxic
Being open to buy-outs is now the fashionable thing to do if you’re a toxic publisher.
America’s Army Calling It Quits After 20 Years
Haven’t played it for years, but it sure feels like the end of an era.
Even More Graphic Wordle Greatness
You can now turn your lovely little Wordle graphs into lovely little buildings.
Something Free and Fun on the Internet
Wordle is a rare game that doesn’t want much of your attention.
Twilight: 2000 by Free League—The Post-WWIII Apocalypse Never Looked so Good
Will I ever play this marvelous game again, as a player or perhaps even gamemaster? I don’t know! But that’s not the point.
GAN Theft Auto: Playing Within a Neural Network
You’ve seen AI play within an environmnt, but here the AI is the environment.
Agency, Autonomy, and Power in The Last of Us
Like most action-adventures, TLoU doesn’t excel in player agency. But there’s a problem.
The (In)Famous Encumbrance Modifier
What’s really wrong with encumbrance rules isn’t how badly they’re implemented.
Hanukkah Special — Day Eight | Summary & Outlook
Today, on the last day of Hanukkah, we will wrap everything up; talk about period style, game type, and game loop; and draft a list of tasks needed to advance this conceptual sketch toward a pitchable game treatment.
Hanukkah Special — Day Seven | Architectonics
Today, we will engage with the fourth and final design territory of the Ludotronics paradigm, Architectonics.
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.
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.
Hanukkah Special — Day Four | Interactivity
Today, we will explore the first design territory for our Hanukkah game, Interactivity.
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.
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.
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.
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.





