game designredundancy in feedback for sensory layering - backups, for accessibility, more info physical control with easier mods, small components and physical tinkering critical design as anti-Bauhaus modes of production and point of standardisation “Game design is dead. Long live the architecture of play.” - read Play Matters chapter 7 Resources Dark Design Patterns for Games: https://www.darkpattern.games/ Dark Patterns and Unethical Design: https://hallofshame.design/collection/ Games, Design and Play - A Detailed Approach to Iterative Game Design ...
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 ...