The Interaction Frontier

The most consistent pushback I get when presenting my case for systemic design is against the idea that authorial games are not as interactive as more emergent games. “They surely are interactive,” says the typical critic, “because you are pressing buttons; there’s gameplay.” Which is true at face value, since you are certainly pressing buttonsContinue reading “The Interaction Frontier”

Designing a Systemic Game

The biggest difference between designing a systemic game and designing its opposite (a content-driven game) is that you can’t know the exact outcome of every system and you must consider this state of mutability a strength. You must be willing to let go of your authorial control. You can certainly define interesting interactions in advance,Continue reading “Designing a Systemic Game”

The Content Treadmill

Systemic design isn’t really where most of game development traditionally puts its effort. Instead, a word you often hear repeated, rather than “system,” is content. Yelled from the battlements and printed on the plaques. I’ll quote randomly from comment threads, reviews and interviews to illustrate what I mean. Each of them grabbed from the firstContinue reading “The Content Treadmill”