infovore + franklantz   6

Game Design Advance › Against Design
"But, I also think that in our efforts to define and legitimize our practice as a professional discipline we sometimes forget the history we inherit, the legacy of games made by communities of players, games made by amateurs, by dilettantes, by mathematicians, mothers, scientists, gym teachers, shepherds, inventors, philosophers, eccentrics and cranks.

And in honor of this tradition I would like to suggest other verbs for us to describe where games come from, alternatives to the overconfident precision of the word “design”. Words like invent, discover, compose, write, find, grow, perform, build, support, identify, copy, re-assemble, excavate and preserve." So much good thinking in this post from Frank Lantz
games  design  interaction  play  franklantz 
april 2015 by infovore
Game Design Advance › Raymond Smullyan
"I would call him the greatest puzzle designer of all time, but that implies that there are lots of people who do what he does and he’s better than them, and that’s not quite right. What I mean is to say is that Raymond Smullyan is the Marcel Duchamp of puzzles, he’s the Brian Eno of puzzles. His work is singular, transformative, genre-defining, in a class by itself."
franklantz  raymondsmullyan  puzzles  play  maths 
february 2012 by infovore
Rules, Play and Culture
"...the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
franklantz  ericzimmerman  games  rules  systems 
november 2010 by infovore
Game Design Advance » The Truth in Game Design
"Shouldn’t games be an opportunity for players to wrap their heads around counter-intuitive truths?" Yes, they should.
games  probability  chance  learning  understanding  franklantz 
march 2010 by infovore
Learning Vehicle | Edge Online
"Today, the UK government's Department For Transport unveils a new browser-based MMOG, created by New York-based developer Area/Code. Designed for early teenagers to learn principles of traffic safety, it's probably the largest 'serious games' project ever to be created for the UK. Code Of Everand is the result of over two years of work with the Department For Transport by Area/Code principals and designers Frank Lantz and Kevin Slavin, not only because of its size and ambition, but also because of the complexities of developing it for a government body... We spoke to Lantz, Slavin and Simon Williams, who led the project at Carat, the Department For Transport's media agency, about what Code Of Everand is, how they pulled it off, and why they think it could prove that games can be a powerful platform for learning." Edge interview.
edge  games  areacode  franklantz  kevinslavin  online  mmo  transport  uk 
november 2009 by infovore
Tale of Tales » Interview with Frank Lantz
Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!
games  interview  taleoftales  franklantz  media  play  rules  aesthetics 
november 2009 by infovore

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