Simple != easy
Simple != obvious
Simple != intuitive
Simple != easy to understand
I think if people remembered these things then things would be more simple. I'll add one more relationship Elegant == Simple
Simple != elegantIs that formally defined and widely accepted? If not, I don’t think your argument holds because almost nothing is simple based on what you said.
I mean... yeah kind of obvs. Very "rest of the owl".
1: https://www.raphkoster.com/2007/09/18/metaplace/, or this demo https://www.youtube.com/watch?v=tZiB_JcRH_s, or https://en.wikipedia.org/wiki/Metaplace
This is an amazing article. I work on game design and I think this could work as a map of the terrain.
> Put another way — every single paragraph in this essay could be a book.
If you are a game designer, please take this with a grain of salt.
Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.
Look how exciting mystery is and how boring well known things are, but ironically there's a lot more to, say, the theory of gravity that if contextualized differently would be exciting and deeply interesting that 'unknowns' like the mystery of some cult or whatever can't even come close to, but in the end, there's something inside of us that wants to read about that cult. I make sure to self-aware of this and do deep dives into the boring 'known' world and push back on the sensationalism and such I'm so drawn to.
His writing is often SO full of ideas that I can't absorb an entire piece in one sitting. It's like a 12 course tasting menu. The neat thing with his writing is that, despite what he says here about all 12 pieces being important together, you can often just pick an isolated bit and chew on it for a while, and still learn something.
(Presumably return to the other 11 courses later; they'll still be fresh.)
There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene, but with extra steps: cyberpunk 2077 had this part where you press a button repeatedly to make your character crawl along the floor and the take their pills. It’s just a cutscene, but where you essentially advance frames by pressing the X button.
Then there’s quick time events, which are essentially “we have a cutscene we want you to watch, but you can die if you don’t press a random button at a random time”, and they call it a game.
If it’s not that, it’s breaks in play where they take control away from you to show you some cool thing, utterly taking you out of the experience for something that is purely visual. I usually shout “can I play now? Is it my turn?” at the screen when this happens.
But I digress… I essentially hate games nowadays because this or similar experience seems to dominate the very definition of AAA games at this point. None of them respect your time, and they seem to think “this is just like a movie” is a form of praise, when it’s exactly the opposite of why I play games.
henning•2h ago
It's not a matter of "simple vs. easy". If you have to write many words to list your ideas and you state each idea is deep and connected to all the other ideas, the thing you are talking about is not simple.
TillE•1h ago
madsushi•1h ago