Ian Bogost: Play Anything

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As a game designer, I’m often asked what designers of all stripes can learn from games. Games, after all, appear to be magical objects. Dark ones, even. From Tetris to World of Warcraft, games have an uncanny ability to lure players in. Once hooked on a game, people will spend nearly endless time pursuing bizarre and arbitrary goals—like navigating configurations of four squares in a grid to remove lines. Meanwhile, it’s almost impossible to get those very same users to spend more than a few seconds with an app, an experience, or a gizmo before they abandon it in disgust or boredom, never to return again. Read More