On Talking Concretely About Games

Which is to say: without relying on that hollow word, "fun". From a great anti-"gamification" article by Ian Bogost at Gamasutra earlier this year, a passage that I found particularly useful:
... key game mechanics are the operational parts of games that produce an experience of interest, enlightenment, terror, fascination, hope, or any number of other sensations.
(The fun-word-fails-us manifesto, here.)

1 comment:

  1. Right now the AAA industry is the same, but I have to admit that they learn the formula because most of the AAA titles are a success.