Search
About this Blog
-
Recent Posts
Tags
behaviourism causality censorship change cheat cognitivism constructivism education fear game gamedesign games gaming huineng hypertext impossible games interpretation knowledge koan learning theories meaning media mediagaming mem metagame metagaming mind narrative narratives overview perception rhizomatic rubberbanding rules strategy structure subjectivity traditional transfer unusability vexier violence wargames zen zone of proximal development
Category Archives: games
Some Game Design Approaches
As impressive as most commercial games look like, ‘new’ games rely mostly on skinning (signs and stories), slight modding (rule systems), recombination and maybe some additional extras – to already known and successful games and game mechanics.
Posted in gamedesign, games, method, narratives, rules
Tagged accretion, modding, recombination, repurposing, skinning, tuning
Leave a comment
At Last: My printable Werewolf Game is here…
One of the astonishing moments of gameplay comes, when out of a set of very simple rules and playing material an incredible dense and dark forest of actual play emerges. Gripping storylines, high emotions, alliances and conspiracies, endless possibilies. I … Continue reading
Das Namenlose Uni-Hamburg-Spiel
Link zum Bild mit höherer Auflösung. Ein Blick auf den Spielplan genügt: Figuren aufstellen; versuchen, mit allen Figuren einmal ungeschlagen um den Parcours zu gelangen (“Wie ungerecht, die Studis müssen fünf Pöppel nach Hause bringen und die Profs nur drei!”). … Continue reading
Posted in education, gamedesign, games, method, Nicht kategorisiert
Tagged spiel, uni, unusability
Leave a comment
Causality in history: Chrononauts
“Chrononauts is a fascinating, whimsical exploration of time travel, causality, and possibility covering many fascinating and significant events of the last century or so.” – Andrew Looney “Chrononauts” by Anrew Looney (2000) is a card-based game where the players play … Continue reading
Posted in education, gamedesign, games, narratives, Nicht kategorisiert
Tagged chrononauts, game, gamedesign, history, timeline
Leave a comment