„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
Tag: continuous games
Contemplation
The beauty of still images (paintings, photographs) is that the viewer has time to look at them. They have time to absorb details, time to reflect, time to search, choose their own pace. Time-based media (film, music), on the other hand, necessarily „rush“ the viewer, remove their ability to choose their own pace. I feel… Continue reading Contemplation
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