- Jun 2021
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markdangerchen.net markdangerchen.net
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et's score each other for bravery. Whenever either of us clearly risks limb, if not life, in the attempt to return a shot, that player, whether or not she actually succeeds in returning the ball, gets a point. Let’s score each other for grace, flow, harmony, endurance, agility. Let’s score ourselves. Itall comes down to this: What do we want to get points for?
Perspective on performance which will reflect on the game quality itself. Radically changing mindset + purpose of game.Focus on quality of game/ performance rather than outcome. Experience and self growth over winning.
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Playing well has to be a general state.
sums up previous point-"general state"= the almost intangible spirt/ competitiveness and pride in a game. This state allows the fluid pace of a game -like 'ping pong' which is what makes an 'excellent game'
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- Apr 2021
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markdangerchen.net markdangerchen.net
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Constrain ts act as a fil ter o n inten t.
Constraints influence but work within the bounds (rules) of the State. With two levels of interactivity, the audience (player) is able to stay engaged and potentially have a more positive experience with the model (game) because the model is constantly "shifting and evolving". This will make the audience experience something "new".
I dont game, but i can understand this concept through the context of digital animation called "moving hold". The objective is make the scene/subject look like its passing through time and not just stay completely still (flat) when the scene is still.They achieve this by drawing the same scene/subject several times and animate it all together. The organic tracing will cause some differences when sequenced together. The outcome is the audience is not interrupted by abrupt stillness, instead they are met with an interesting "still" moment.
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