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Tyrannical Play

The discussion of what’s fun and interesting in games is necessarily also a discussion of what’s boring and tedious. Finding the points where a design begins to work against itself, begins to push the player down paths of rote task and mind-numbing chore, and understanding what exactly leads to these problems, is fundamental to designing an experience that is interesting and exciting. 1,758 more words

Problem Machine

A Future

I’ve been thinking. Not on purpose, it just happens. I’ve been thinking about where I’m going, with my work, with this blog, as a person, as an artist, as a symbol representing an artist or person in the mind of someone else. 924 more words

Problem Machine