„Flow“ is often regarded a valuable goal of game design, not least by prominent developers such as thatgamecompany. The theory says that you want to hit the sweet spot between overload and underload, not demanding too much from the player but also not demanding too little.  „Flow“ can not only fall apart when a game… Continue reading Flow

Continuous Games

Video games are often a time-based medium although that’s not a prerequisite. In contrast to, say, music or film, games can be a discrete medium as is proven by countless card, table top, or puzzle games and their digital equivalents. These games typically work turn-based where activity pauses until a player does his or her… Continue reading Continuous Games