play play is ‘autotelic’ - an activity with its own goals and purposes, with its own marked duration and spaces and its own conditions for ending play as a state of mind, there is no wrong, exploratory play as in following an interesting path, following the spark of interest systems theory and system dynamics Resources Play Matters Play Mountain misc notes indirect action whether an output is conscious or deliberate expanded narrative as a consequence skill to brain-switch, mental state achievability of small goals, micro-actions construction management game-types experimentation and goal through interaction, sandbox community building as a game element, real or false people physical space and translating mediums wider context of play, expansion into other realms of life, ‘taking over’ flow state what do we want someone to feel? don’t want to evoke impacting a sense of absorption or anxiety play is an expansive term, to do with experiencing and experimenting japanese ‘body test’, experience, ‘correct test’, experiment emergence, and its links to second-order design orchestration interacting agents, what has agency - actor network theory people-watching as play ecology of play is there a meaningful definition of ‘toy’ or ‘plaything’ community organisation for play, emergent art collective statements ...
small games “What makes you smile?” ⤴️ “A game defines the terms of its own success.:” ⤴️ “Good is good enough.: Once you can consistently create games that satisfy you and feel genuinely good, you’re light-years ahead of many game developers.” ⤴️ “A game’s quality is independent from its emotional scope.:” ⤴️ “if you don’t believe small games can be good in the first place, all you’ll hear is a homework assignment you have to do before you can make the games you really care about.” ⤴️ “Minimize information presented to players, and ensure they can commence playing as soon as the game launches” ⤴️ “Pursuing small, specific goals in games also attracts a small, specific audience.” ⤴️ ...