Language, history and curiosities in games.
We call simple systems that perform robustly in complex situations elegant.
The author of a book or screenplay is designing a linear experience. There is a fairly direct mapping between what they create and what the reader or viewer experiences. Game designers don’t have it so easy.
Ultimately, of course, we don’t care about creating either stories or games—we care about creating experiences.
When comparing games with books and films, one of the most striking differences is the number of verbs.
Brain loves clear and interesting goals, and good games are long chains of concrete, achievable, rewarding goals.