I spend a lot of time, much more time than I should, thinking about just what games are. Not what they mean to us, though also that, but what they are, where they begin and end, and what place we the players have in considerations of games. This is a […]
raph koster
2 posts
Recently, as I re-read Raph Koster’s A Theory of Fun for Game Design, I kept thinking about the differences between the games Koster was using as examples and the games I’ve most often been writing about lately, the indies and the so-called walking simulators, games that often have low levels […]