#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)”

#01 On Quests (and Among Us)

In this blog post, I will start with discussing the word “quest” and its meaning(s). Two semantic layers will be differentiated and following that, a pragmatic definition will be chosen, which shall capture our usage in the context of games. A collection of associations is gathered then, which shall serve as inspiration for further explorationContinueContinue reading “#01 On Quests (and Among Us)”

#00 A Beginning: One Quest Design a Week

Where to start? When to start? How to start? In a world where poststructuralism is a thing (they like to dissolve structures (Link)), these might seem like hard questions. If we cannot be sure of any structure, what does remain? The answer is given by the poststructuralists themselves: Even if we can never again beContinueContinue reading “#00 A Beginning: One Quest Design a Week”