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game design

The Power of Gatekeeping

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 →

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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