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max attacks! (1996) @MaxKriegerVG
, 5 tweets, 1 min read Read on Twitter
hot take: this is A Good Thing Actually
the greater paradigm known as "game design studies" (ludology is often used but is kinda a bigger thing) operates on principles that define gameness - win/loss conditions, game loops, feedback loops, systems - in a way that ignores much of their growth in the past 20 years
not to say that they're totally worthless - far from it. these core pillars are still excellent guiding principles on how to make an experience "fun", which is ofc an invaluable tool in a game dev's toolkit. it's just not the only thing we need to aspire to anymore.
fortunately, i think ppl in high places (game academia, influential indie scene members, etc.) are starting to accept that in their analysis, which i largely accredit to the work of modern games journalism like waypoint, etc. far cry from when i was in school just 3 years ago.
this is the part where ian bogost emerges from my bushes and challenges me to a duel
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