Logical really.

9 02 2009

This is a nice article. It’s been sat in my browser waiting to b read for a while so I can no longer remember who sent it to me/twittered it/emailled it round http://www.guardian.co.uk/technology/gamesblog/2009/jan/29/gameculture

I like the list at the end, but to keep this short, especially:

“There has to be some sort of meaningful twist in there. And that doesn’t mean it has to be wholly original, it just has to have something that distinguishes it from everything else. It can be a twist in the concept, a twist in the execution, and it has to kind of manifest throughout the product.

“You can do an awesome version of something, there’s nothing wrong with that, but why do it exactly the same? Why not put some stamp on there that’s you? It could be 99% like everyone else’s but just that one percent that’s different.

It fits well with the pattern recognition theory in Ralph Koster’s ‘Theory of Fun’. People consume patterns because it makes life simpler to deal with once it’s a pattern, like compressing a massive file so you can email it 🙂
All media can be easily identified as patterns, music especially, painting and even stories are more satisfying if they are constructed into a pattern.
But we don’t want to see the same pattern all the time, having the same experience over and over is boring because it takes no skill. Our brains want patterns with a ‘twist’, with a quirk to test that our original pattern was correct. We feel pleased when a new puzzle tests our pattern’s validity and the pattern succeeds.




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