Controls as language

19 May 2016

A couple of weeks ago, my friend Esteban said some stuff on Twitter that got me thinking (again) about the value of looking at a game’s control scheme as a sort of language. The whole series of tweets is worth a read, but the concluding tweet in particular effectively sums up a few key parts of the controls-as-language metaphor that I’ve been meaning to write about for a while now:

Sculpting possibility space

31 March 2016

One of the best and most unexpectedly compelling things I read last month was Jason Brennan’s post on the value of stating the obvious. So, in the spirit of stating the obvious, I’m going to try to describe a very simple shift in perspective that has nevertheless had a major impact on the way I think about programming.

Locked doors, headaches, and intellectual need

27 October 2015

You know those things that, once you learn about them for the first time, you start seeing them absolutely everywhere? Recently, that’s been my experience with problem-solution ordering issues. They keep cropping up: not just in the context of game design, where I first encountered them, but also in such apparently unrelated fields as math education and functional programming.

Creative tools for non-creators

15 September 2015

I keep coming back to the idea of tools that unlock creativity in people who don’t ordinarily think of themselves as creative. Yesterday, some of my scattered thoughts on the subject spontaneously crystallized into something resembling a coherent argument: successful tools of this kind tend to differ from successful “real” or “professional” creative tools in a number of fairly consistent ways.


Affording Play is an irregularly updated blog by Max Kreminski about humans, computers, and the perpetually fascinating ways in which they interact. more »