If you are in any way part of gaming culture, you’ll know that gatekeeping is part of that culture. To my mind, and as part of a completely unproven hypothesis on my end, gatekeeping is about power. The power to… Continue Reading →
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 →
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 →
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 →
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 →
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