#05 On Game Worlds (and Assassin’s Creed)

So today I want to write about the process of interpretation and why “fictional worlds” exist. In the second part I’m continuing my quest design from last week: an Assassin’s Creed quest that uses flags as goal inducers. Play, Layers of Meaning and Fictional Worlds Humans, animals and computers are capable of interpreting their inputs.ContinueContinue reading “#05 On Game Worlds (and Assassin’s Creed)”

#04 On Experienced Games (and Assassin’s Creed)

Today I will try to examine more closely how player experience fits into the framework I have build so far. Consequently we will turn away from looking at how a game exist in our real world towards the subjective experience of a player who is faced with a game. In the second part I’ll presentContinueContinue reading “#04 On Experienced Games (and Assassin’s Creed)”

#03 On Played Games (and Stardew Valley)

Here comes another post. I’ve been doing rather much theory for now, so I figured this time actual design should be more of a topic. But I do want to write at least something theoretical. The played game Last time I used the term “unplayed game” to distinguish between the physical game object existing inContinueContinue reading “#03 On Played Games (and Stardew Valley)”

#02 On Unplayed Games (and Stardew Valley)

The following has been decided by the high council of decision-makers (me): We shall examine the difference between the computer game as (almost) unchanging object and its running form, where it is played by a player. The investigation is continued in order to see how quests are related to this matter. In the second part,ContinueContinue reading “#02 On Unplayed Games (and Stardew Valley)”