Defensive, opportunistic, and strategic ways of playing pinball.
Making a game is easy. The challenge in game design is in helping the player understand the game you’ve made.
Don’t mind me, just whining about class. No, not “class,” “class.” Eh, you know what I mean.
As the scene progresses, you feel that sinking feeling as our hero realizes that he’s way out of his depth: he’s unworthy, a phony, not even a pseudo-intellectual.
Seeing Aarseth’s statement that “games are not intertextual either; games are self-contained” gets my dander up.
In a move that I may yet come to regret, I registered to take a class at the University of Minnesota.
The annoying part of the whole having-a-day-job thing is that I don’t really have much time or energy to expend on enjoyable activities like sitting around reading and responding to random articles on the Internet.
I often wonder how I managed to spend four years at some high-falutin’ college and somehow emerge with absolutely no understanding of how to analyze a text in a coherent manner.
If we could combine this with some of those ready.gov illustrations from a while back, we could have some real fun.