GDC 2011: Hocking on Dynamics.

Clint Hocking gave a really interesting, theoretical talk at GDC on dynamics as the main generator of meaning in games, as opposed to surface aesthetics or raw mechanics.

Halo 3.

I think I’m just going to have to accept that it’s one of those great American institutions that I can’t quite manage to wring much enjoyment out of, like football and Manifest Destiny.

EA Family Play and player postures.

The way that the feature is described makes it sound less like training wheels and more like a completely different game.

Player Postures: Pinball.

Defensive, opportunistic, and strategic ways of playing pinball.

Levels of understanding.

Making a game is easy. The challenge in game design is in helping the player understand the game you’ve made.

Everything I need to know in life, I learned from Tetris.

If I can get tetrises, that’s great; if I can’t, I don’t let it bother me. If I don’t get the pieces I need, or if a couple of gaps creep into the board, I don’t get angry and slam on the “Quit” key, like I might have in the past.