infovore + difficulty 11
Gamasutra - News - GDC Europe: Limbo's Carlsen On Making Players Your Worst Enemy And Your Best Friend
august 2010 by infovore
"First, he says, think of the player as your worst enemy, and then create the most devious puzzle possible. But then from there, try to work with the player as your friend, so that you can give them the right clues. Start with tough stuff, then scale back." I am not really convinced by this - I find Limbo erring on the side of the cruel and unfair, and think that "thinking of the player as your worst enemy" is a pretty bad rule of thumb, no matter how you later ease off the pressure.
limbo
games
design
difficulty
august 2010 by infovore
Play Chase Goose, a free online game on Kongregate
june 2010 by infovore
"Start Holding Shift" is when you understand what's going on. You will hate this game.
games
difficulty
punishment
june 2010 by infovore
Grit: The skills for success and how they are grown | The Young Foundation
december 2009 by infovore
"Grit: The skills for success and how they are grown, a new Young Foundation book published on Tuesday 30 June argues that Britain's schools need to prioritise grit and self-discipline. Drawing on evidence from around the world it shows that these contribute as much to success at work and in life as IQ and academic qualifications."
education
learning
difficulty
challenge
via:matlock
december 2009 by infovore
Game Design, Psychology, Flow, and Mastery - Blog - A Few Things About Street Fighter 4
march 2009 by infovore
Dave Sirlin offers some analysis of SF4. I think, at the overview level, he's got a good point: SF4 is not actually as "accessible" as everyone makes out; it's certainly got a lower on-ramp than SF3, but it ramps up pretty fast. More on this in a blogpost, I think.
design
games
difficulty
balance
streetfighter
streetfighter4
march 2009 by infovore
Versus CluClu Land: How it is that Games Teach you Things
january 2009 by infovore
"And so my holiday was spent with games on the opposite ends of the spectrum: World of Goo's patient instruction versus Shiren's school of hard knocks. And despite their different approaches I felt that each, in their own way, did credit to the core competence of games as a medium: inspiring the pleasure of finding things out."
games
learning
difficulty
roguelike
instruction
iroquoispliskin
worldofgoo
expectations
shirenthewanderer
january 2009 by infovore
GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince
january 2009 by infovore
"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
games
storytelling
narrative
difficulty
experience
flow
princeofpersia
gamesetwatch
january 2009 by infovore
MTV Multiplayer » What I Learned About Gamers By Watching My Girlfriend Play ‘Left 4 Dead’
december 2008 by infovore
"It’s easy to roll your eyes at the people who look at an Xbox 360 controller or Dual Shock and say it’s too complicated. “Left 4 Dead” proves there are hardcore experiences — not just Wii and DS games — that can draw them in…but the controller remains a challenge that won’t be easily overcome." I'd never roll my eyes; modern pads are very complicated, and twin-stick move/shoot is one of the hardest skills to acquire. Still, a nice piece of commentary on what learning to use a controller looks like, and a healthy reminder.
games
input
interface
controllers
difficulty
left4dead
learning
fps
december 2008 by infovore
GameSetWatch - Braid's Blow: 'How To Make Games That Touch People'
november 2008 by infovore
"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
games
art
braid
jonathanblow
migs
talk
presentation
challenge
difficulty
november 2008 by infovore
Naomi Alderman debates the artistic merits of videogames | Technology | guardian.co.uk
september 2008 by infovore
"To be seen as art, games need to be easier. A lot easier. They don't have to be only easy. They can provide Elite Super Awesome levels for the enjoyment of those who love to be challenged." Eesh, I don't know. I think there needs to be easier games - hell, games are getting easier all the time - but a super-hardcore game like Psyvariar does _not_ need a built-in easy mode. Its purpose is to be hard. Not convinced by this article at all, unfortunately.
games
art
difficulty
naomialderman
guardian
play
culture
september 2008 by infovore
Braid: Unforgiven. (Semifat Sediment)
august 2008 by infovore
"Being able to go back and fix your mistakes is not the same as being forgiven for them. Maybe that’s what all those storybooks were trying to tell us." Lovely.
braid
difficulty
games
writing
august 2008 by infovore
The Brainy Gamer: Is this what we want?
august 2008 by infovore
"It's a shame to me that a game with Braid's narrative, artistic, and aesthetic aspirations is inaccessible to so many people hungry for exactly those things." Yes. Much as I adore it, Braid can be awful hard at times. A smart game for smart gamers, alas.
videogames
play
criticism
art
braid
difficulty
accessibility
august 2008 by infovore
related tags
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