infovore + writing + mechanics 4
The Importance Of Writing - ludology - Kotaku
may 2010 by infovore
"But imagine if the writer came up with a "story" before the rules. A "pre-rules story." At that point, you could create the rules around that story, and even if the rules seemed unconventional or unbalanced, you could be confident that they would work as long as the story works." Erm, not really; crap rules are crap rules, even if they make sense within the story. This paragraph directly contradicts his previous (accurate) paragraph, that stories must follow the rules of the game. To then say: "but we can retrofit rules onto the story if the latter was done first" just feels wrong. One more thing on my pile of "stuff about rules".
writing
games
rules
mechanics
may 2010 by infovore
Locked Door | Rock, Paper, Shotgun
april 2009 by infovore
"I hate the way I’m expected to give up trying to open you when I see the words “this door has been locked from the other side” or “this door opens elsewhere”, as though they’re a command from God himself."
games
writing
mechanics
doors
april 2009 by infovore
Steven Poole: Working for the Man
october 2008 by infovore
"On this definition, obediently following a game’s narrative or challenge-reward structure is nothing but work. Only when the player does something that isn’t mandated by the system can she be said to be playing." Some good writing from Steven Poole on games and chores.
work
games
writing
play
ethics
mechanics
october 2008 by infovore
Versus CluClu Land: On Visibility
october 2008 by infovore
"I think this vision of artistic expression as a form of collaboration is a truer description of the nature of game design than of any other medium, because video games are inherently interactive." Pliskin on Steve Gaynor, and the gap between the screen and the gamepad.
games
writing
art
expressionism
author
mechanics
rules
october 2008 by infovore
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