"I like the skeuomorphism of playing cards in video games because they instantly communicate aspects of chance and probability, as well as common affordances like 'drag to play' or discard. They are also able to represent heterogeneous actions. Had the game been a top-down tycoon game, things like public transportation, job training, or insulation retrofits would have been more difficult to visualize as objects you drop on a map. [...] [A]nother design problem addressed by the deck-building gameplay: instead of choosing an action and then choosing where to apply it, the action is already chosen for you, so your choice is about where and not what."
"The reason that black box mechanics are so dicey outside of the casino is that it’s not always clear that a player has opted into the metagame, or that they are qualified to give consent. Those qualifications are, basically, maturity and intelligence, specifically with regard to the mechanics of the game.
Any repeatable real-money transaction, such as a loot box, breaks the magic circle and turns every armchair into a swimming pool."
"It matters that the first staticky voices we’ve dialed in with our massive, multi-billion-parameter arrays are dreamers, confabulators, and improvisers. It matters that Chess and Go, the sites where we first encountered their older, more serious siblings, are artworks. Artworks carved out of instrumental reason. Artworks that, long before computers existed, were spinning beautiful webs of logic and attention. Art is not a precious treasure in need of protection. Art is a fearsome wellspring of human power from which we will draw the weapons we need to storm the gates of the reality studio and secure the future."
'“What already works” is a fundamentally conservative and nostalgic lens through which to view cultural production. Looking at “what already works” rejects an idea or potential of progress, and instead narrows the scope of possibility of a medium to only be capable or remediating its greatest hits.' [...] 'People already famous from producing “works” are now focused on meta-work, their cultural capital gained from doing that work in the first place now refocused on producing content related to their strongest signifiers.' (but how do you distinguish nostalgia from maintenance and re-absorbing work into the commons?)
"BLABRECS is a rules modification for the wordgame SCRABBLE that swaps out the dictionary of real-if-obscure English words for a capricious artificial intelligence. In BLABRECS, real English words aren't allowed! Instead, you have to play nonsense words that sound like English to the AI. These nonsense words are called – you guessed it – BLABRECS."
"... modelled after two tools I admire for their accessibility, cuteness, and strong followings among fringe gamedevs: Bitsy and Puzzlescript. My aspiration for Gruescript is to be IF's answer to those."
"a whimsical & inclusive dating sim card game for 2-4 players, set in liminal spaces (e.g. a gas station at 1am) where players roleplay girls who are destined lovers across spacetime"
"The game takes place in the year 2031. Bill Laimbeer has become commissioner of a basketball league, fired the referees and created a style of play without rules. There are no fouls and use of weapons is perfectly legal."
"We began the development with some clear goals: create an RPG set in late 90s New Jersey (as RPGs rarely are set in modern times), strike a healthy balance between humor and a compelling plot, as well as make a world with depth. We looked outside of games for inspiration, particularly to author Haruki Murakami. He is an incredible writer, our favorite living author, and someone who makes you feel as if he’s writing your dreams. We made sure everyone on the team read his entire collective works before we began development." (text from related article here https://blog.us.playstation.com/2019/01/16/inside-the-classic-rpg-and-literary-influences-of-yiik-out-tomorrow/)