Tag Archives: gamedesign

Gamedesign: Cooperation

“Opposition. Oh, say the politically correct. Those bad, icky games. They’re so competitive. Why can’t we have cooperative games?” – Greg Costikyan (1994), “I have no words & I must design” Competition, opposition, comparision, struggle is a valuable motivational aspect … Continue reading

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Spielprinzipien

Hier ist ein Versuch, einige wichtige Spielprinzipien zusammen zu stellen. Nicht zu verwechseln mit Spielmechaniken, die die Spielprinzipien zu einem Raum eindeutig beschreibbarer ‘Spielzüge’ formen, oder narrativen Elementen, die die Spielprinzipien erklären und im Kontext des Spiels rechtfertigen.  

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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

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Three learning theories mini games

For my seminar “Games, Play and Education” I’ve scraped together (via skinning, modding, recontextualisation) three minigames. These should serve as an intro to the three learning paradigms of Behaviourism, Cognitivism and Constructivism and their possible realisation in games via their … Continue reading

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Gaming: A cheat mode for reality

I’ve noticed that rubberbanding (aka levelled gameplay or dynamic game balancing) is a good metaphor to describe what Lev Vygotsky, a russian educational scientist, described as keeping a learner in the ‘zone of proximal development‘. This means that the environment … Continue reading

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A path unwanted: Impossibly realistic games

One of the distinctive criteria of games compared to ‘reality’ is their loose connection to the latter, a worksafe simplification of rules and goals. This doesn’t mean that these games are simple to play, but that rules and metarules are … Continue reading

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A path less trodden: Realistic impossible games

There’s a category of games which deals with ‘the impossible’ as main theme. This is an approach which takes an entirely different direction than the quest for more realism in gaming. Most mainstream games usually strive for physical, contextual or … Continue reading

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