Monthly Archives: March 2013

Reward, Challenge, and the Truth about Replay Value

Replay value is a sorely misunderstood concept in game design. Designers and players tend to feel that replay value is a function of new content or challenge. Often a game with a linear story with no branching options, only one ending, and no advanced difficulty settings will be criticized for having low replay value, almost based solely on those facts. The perceived benefit of a higher replay value is that of economy: games are expensive, and the more entertainment you get out of them the better.… Read the rest

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So Many Misnomers

Welcome to another dot game optional sidequest! This sidequest relates to the main quest of The Videogame Misnomer, Part 1 Today we’re going to explore how the names of every major artform you’ve ever heard of are all somehow lacking! To begin:

The most blatant example is undoubtedly comics. The actual definition of comics has been difficult to pin down, though perhaps 70% of the work was done by Scott McCloud in his seminal Understanding Comics; nevertheless, almost everyone who ever lived is agreed that they don’t really have to be comic, i.e.… Read the rest

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The Videogame Misnomer, Part 1

Definition and categorization have got to be some of the most-discussed issues that fall under the umbrella of aesthetics, or the philosophy of art, in regards to videogames. On the one side, we have gamers defending against allegations from folks like Roger Ebert that videogames aren’t art; on the other, we have gamers declaring (often without support) that videogames like Dear Esther and Bientot L’ete aren’t “games” at all.… Read the rest

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