Montageman: A dude who writes

February 17, 2007

Some Koster

Filed under: games, koster — montageman @ 9:53 pm

Since games are generally about power, control, and those other primitive things, the stories tend to be so as well. This means they tend to be power fantasies. That’s generally considered to be a pretty juvenile sort of story (86).

Aesthetics are about recognizing patterns, not learning new ones. Delight strikes when we recognize patterns but are surprised by them. Delight doesn’t last – it’s fleeting. Recognition is not an extended process (94).

Fun is about learning in a context where there is no pressure, and that is why games matter (98).

Games do not permit progress. Games do not permit innovation. They present a pattern. Innovating out of pattern is by definition outside of the magic circle [Huizinga]. You don’t get to change the physics of a game (116).

The destiny of games is to become boring, not to be fun (118).

A given gender presentation is a solution choice – a tool the player is using to solve problems presented by the online setting (132).

All media exert influence on their audiences.  But it is almost always the core of the medium that exerts the most influence because the rest is dressing (170).

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