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Anonymous ID: 1Rvv5h56/qst/6243967#6258054
6/14/2025, 9:27:26 AM
>>6257792
>>6257751
>>6257763
>GOOD games?
I was reading Alexis Kennedy (creator of Cultist Simulator) design theory essay, The Snare Of The Tree. He actually cited some criteria which I had not thought of in evaluating whether a game is GOOD or otherwise. He was influenced by architectural design theories of Christopher Alexander (I also read that essay, it is very illuminating), Alexis cites these concepts:

-LUCIDITY: a good game coherently and confidently communicates its essence (distinctive visual identity)

-ATTENTIVENESS: a good game feels responsive, it listens and reacts in a timely manner to player input

-GENEROSITY: a good game provides a luxury of opportunities, possibilities, surprises and chances

(and the most important one, it is quite abstract, this is the architectural theory design notion hehe...)

-VITALITY: a good game exhibits life. It makes you feel more alive, like you are engaging an exalted human mind

It is also funny because I read this design essay by Alexis Kennedy, I was overawed by these concepts, I immediately also read the architectural inspirations behind it too. There was a section where Alexis ranted against Assassins Creed for being too repetitive and dull lol, I played Cultist Simulator, about 90% of that game is dragging / RMB-clicking the Health or Reason card to the Work stopwatch slot timer lol over and over and over again and again and again lol, it is funny how he criticises other games repetitiveness lol