Designing Games: Why and How
Artikel i övriga tidskrifter, 2008
Six different players negotiate the distribution of 11 jewels of nine different colors—in 60 seconds . Teams of children are competing to get the right set of keys to open a treasure chest; is it morally right to encourage violent robbery of a wanted key? An old-fashioned dogfight game requires programmers to implement death—how does that feel? Designing a Myst-like adventure game in real life encourages the use of… grass. What is going on?