#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)”