Design remarks - An introduction
Mastery of a craft doesn't appear from nowhere, and while I'm an enthusiast of design's theoretics at a high level, not all insight will come from long weeks of connecting ideas and making sense out of unexplored territory.
Sometimes, a bit of insight on a familiar topic is all you need to grow. That's what this section is: a compendium of design remarks that, while not enclosed in a specific topic, make for interesting ideas to share.
Remarks List
Topic | Summary | Tags | Hollow Knight: the limits of design | An example on the relation between art critique and design | Theoretic funsies |
---|---|---|
The Genius of the DexNav | How collectionism in Pokemon can be fulfilling | Game design |
Xenoblade Chronicles' Core Loop | How implementation can turn an exciting game loop into the opposite | Loop design |
Uncle Albert and why it's weird | The freedom of unique constraints | Game design |
Pokémon Snap: The Tunnel | Returning to a cult classic to see how it managed to deliver through level design | Level design |
Visual Novels, ludonarrative consonance and active projection | If VNs lack any gameplay, and thus the narrative faces no diegetic contradiction when the player acts, can't they be argued to have perfect ludonarrative consonance? | Theoretic funsies |