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