Invisible progress!

Just “finished” (there is still a possibility that more bugs/inefficiencies will come to my attention, but for now it’s finished) my C# implementation of a Goal-Oriented Action Planner. If you don’t know what I’m talking about, you can read the previous post or just ignore this one. Pretty exciting to me, anyway. I ended up just allowing one value per state symbol, with effects replacing the old value with the new one.

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Games are fun, but that’s not the point.

Most games are developed with the intent of inducing feelings of “fun” in players. In my opinion, which┬áis at least partially influenced by my read of┬áA Theory of Fun for Game Design, this approach is irresponsible┬áat best. The theory presented by the book is that the feeling we call “having fun” is our brains giving us chemical rewards for learning new patterns and/or recognizing old ones.

Continue reading Games are fun, but that’s not the point.