Emerging approaches to research and design practice

XV.6 November + December 2008
Page: 6
Digital Citation

COVER STORYDesigning games


Authors:
Sus Lundgren

Six different players negotiate the distribution of 11 jewels of nine different colors—in 60 seconds [1]. Teams of children are competing to get the right set of keys to open a treasure chest; is it morally right to encourage violent robbery of a wanted key? An old-fashioned dogfight game requires programmers to implement death—how does that feel? Designing a Myst-like adventure game in real life encourages the use of... grass. What is going on? The examples above all come from my life as an interaction/ gameplay designer or teacher of these subjects, and to me it just proves that…




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