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Speldesign

Hardcore and casual

I’m going to say something “controversial”. Hardcore and casual gamers has become a meaningless designation. Being any of those “types” of gamer says nothing about gaming habits anymore. “Hardcore”, when the designation first appeared, was used to describe players who… Continue Reading →

Intent

One of the things I ask – or hope I ask – most frequently when working with other designers is “what’s the intent with this feature?” As a UX designer, I need to know. I’m not trying to be annoying… Continue Reading →

No Hero Without An Other

Being a hero in a game is remarkably similar to being a man. Not to mention that in videogames being a hero is most often to be a man. What I mean by this is that in order to figure… Continue Reading →

Moral Failings and Monsters

I’ve already spoken quite a bit about this aspect of games and the underlying implications of being unclean and inviting the monster into yourself in the post about Banshees and Broodmothers earlier. I want to return to Western ideas of… Continue Reading →

Accessibility is Not Related to Difficulty

People who say accessibility will ruin the difficulty of a game are probably not entirely aware of what accessibility is. (Here’s a handy primer.) Unless, of course, all of them are super smart and realise that an inaccessible game can… Continue Reading →

TTRPGs and Usability

A table-top role-playing game is probably one of the least usable gaming artifacts that I know of, with the possible exception of that thing PlayStation did with movement, or maybe the Kinect for non-English speakers who were women with an… Continue Reading →

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