Among else, I’ve been documenting my “One Quest Design a Week”-project here.
#53 An Ending: One Quest Design A Week
Where to end? When to end? How to end? Of these questions, luckily only the last needs answer today. The rest has been decided – beforehand, in my working frame. Working Frames One of my favourite theories of mind (yes I do have them) is Bateson’s idea of the frame. A frame is a set…
Earlier Posts
By Month
- December 2021 (9)
- November 2021 (4)
- October 2021 (1)
- September 2021 (6)
- August 2021 (4)
- July 2021 (5)
- June 2021 (4)
- May 2021 (5)
- April 2021 (3)
- March 2021 (4)
- February 2021 (4)
- January 2021 (4)
- December 2020 (2)
By Label
action (1) among us (1) assassin's creed (2) beauty (1) character (6) cinematography (5) cyberpunk (7) design process (5) diablo (1) dialog (2) documentation (3) emotional design (3) game world (3) goals (1) ideation (1) interactivity (2) mikratheus (1) ocularis (8) open-world (1) overwatch (2) pacing (1) perception (1) play (1) played game (2) player experience (6) progression (5) psychology (7) quest (26) quest-a-week (54) Quest Design (37) review (1) semiotics (2) skyrim (3) snaccoon (1) solarpunk (3) space (3) stardew valley (2) storytelling (16) the witcher (16) time (3) tutorial (1) UI (2) unplayed game (2) user interface (1) war of the ring (2) writing (1)