|Territories to the south and west were previously made as|
part of India. Territories to the east, in pink, have yet to be
designed. Some details showing will be adjusted later.
"The movement of playing has no goal that brings it to an end; rather, it renews itsetl in constant repetition. The movement backward and forward is obviously so central to the definition of play, that it makes no difference who or what performs this movement.
"Play clearly represents an order in which the to-and-fro motion of play follows of itself. It is part of play that the movement is not only without goal or purpose, but also without effort. It happens, as it were, by itself.
"... all playing is a being-played. The attraction of a game, the fascination it exerts, consists precisely in the fact that the game masters the players ... The real subject of the game ... is not the player, but instead the game itself. What holds the player in its spell, draws him into play, and keeps him there is the game itself ... [as such] play is really limited to presenting itself."
"Jonathan Blow, the game's designer, gave a talk titled Truth in Game Design at GDC Europe in 2011, where he discusses his design process and he makes the claim in that talk that much of Braid's design wasn't something he believed he invented, but rather was something he discovered.
" '... it was very clearly the case that more ideas came out of the design process, and ended up in the final game, than I put into it as a designer. The process of designing the gameplay for this game was more like discovering things that already exist than it was like creating something new and arbitrary. And another way to say that is that there is an extent to which this game designed itself.'
"What we can take from this is that in a Gadamerian sense, the designer that works like this is actually creating the game by playing with its rules in his mind. Blow approached the game less with rabid inventiveness and more with the mind of a tinkerer. He played with a set of premises and selected ideas from that set of premises that manifested in its possibility space."
"Many users are concerned with the growing level of systems complexity, and some are calling for reduced complexity as a means to greater usability. However, many systems are complex because the operational environment and the tasks to be performed within the system are themselves complex; arbitrarily reducing system complexity may therefore make the system even less usable because its performance would be compromised."
"One way of addressing this problem is to separate functional complexity from conceptual complexity. A good illustration of this distinction is provided by personal computers using the desktop interface; although these systems are far more complex (functionally) than the DOS machines that preceded them, users find them conceptual more simple. This is because the desktop interface translates the underlying functionality of the system into a conceptual world that the user already understands ... however, the metaphor is not a panacea; in the case of personal computing, the metaphor was imposed on the operating system after the essential functions of the system were already defined."
"... and part of it [the gamer experience] is also a set of computational processes, so we can have the experience of virtual objects being able to touch when we're playing a platformer. Not just because we have a presentation of the game state, which represents meaning a lot like a movie does, but because we have an underlying computational process that supports it. And these are 'operational logics' ~ these sort of fundamental units of meaning. Operational logics combine a communicative goal, like virtual objects can 'touch'; with an abstract process, something like 'when two coordinate spaces overlap, do something'; and that supports an ongoing representation of a fictional or real world, or just a presentation of an abstract game space and an ongoing player experience."
"The individual does not regard themselves as valuable or lovable. They may be overwhelmed by defeat, or shame, or see themselves as such, and they name their 'anti-feat.' For example, if they consider that being over a certain age is an anti-feat, they define themselves with the name of their anti-feat, and say, 'I am old.' They pity themselves. They insult themselves. They feel sorry. They may become paralyzed in their sadness."
|1 hex = 20 miles|
"Science is the process of taking a huge amount of data, compressing it down into a very, very simple concise set of rules. In some sense, this is what epic gamers are doing; they're looking at the data as they play the game. And it's what scientists are doing as well. This is a scientist, Scott Diddums [see image on video] ~ he works at the Institute of Standards and Technology. Here he's actually doing experiments in quantum optical interactions and he's doing this to build a more accurate physics model of the way modern physics works.
"This is Timmy. He's a toddler at Carolina Day School; here he's playing with little toy magnets, looking at the way they interact. He's doing the exact same thing, though; he's using this to build a comprehensive world model in physics. It's an exact same process these two individuals are going through and its actually something that we're born into. I think its a more natural mode of interaction for us than story, which is something we learn a little bit later."
"You know very, very young kids will sit there, interact with the world, start building models through play. Games, really, in some sense as a game designer, what we're doing is we're trying to build a very concise set of rules that will create a very large set of possibilities for the player, especially the simulation games [speaking specifically of video games]. Now the player is interacting in this large simulation and in that they're trying to reverse engineer our rule set. They're actually building a mental-model of what they think is underneath the hood of that game ... Games are really just compilers for mental models that we want to put into the player, and depending on how we design that game we can direct what kind of model they're building."