Click Nothing

design from a long time ago

  1. Sven's avatar
  2. Unknown's avatar

    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

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  5. Kfix's avatar

    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

Category: EDGE Magazine

  • I just came across the news (also) that Douglas E Smith, the creator of Lode Runner passed away last week. Lode Runner was a pretty formative game for me  and not simply because I played it a lot. It contributed to my design thinking in a really profound way. I wrote about it indirectly for Edge…

  • Part Eight: Future Past Seven months ago when I started writing this column, I suspected the things I would be talking about were mostly wishful thinking. The idea that an increasingly entrenched game industry would see value in connecting casual, social or mobile gamers to their blockbuster AAA titles through meaningful gameplay seemed likely to…

  • Part Seven: Agency Beyond the Magic Circle For the past six months, I have been writing about ways to build connections between different games, and by extension, their audiences. I've imagined fashion design games for portable platforms that feed clothing designs to open world games where avatar clothing customization matters. I've imagined social world building…

  • Part Six: Platform Jumping For the last five parts of this series I talked around the issue of Single Player games and their place in the intramedia landscape I have been describing. I've looked at how social world building games like Farmville might seed content into SP game worlds. I've looked at how mobile apps…

  • Part Five: Gaming Across the Fifth Dimension Revolutionary ideas in science, technology and philosophy don’t exist in isolation in academic institutes, government think tanks, or corporate R&D labs, they touch all aspects of our culture. The ideas of Copernicus, Galileo and Darwin undercut millennia of oppression, giving rise to concepts like literacy, democracy and equality.…

  • Part Four: An offer that can't be refused Thought Experiment One: imagine Pong, tweaked to be more exciting. Instead of showing the AI paddle on the other side of the screen, we hide from the player everything that happens over the center line. An elegant pacing algorithm tracks the players returns and the score of…

  • Part Three: If you build it, they will come. Ever since I can remember, I have loved using level editors. I got my start before I was even a teenager building Lode Runner levels on the Vic 20, by my mid twenties I was making levels in UnrealEd to play with friends, and my first…

  • I don't want to make ClickNothing a clearing house of second run stuff I am writing for print magazines, and I still want to make sure I get original content up here. I'm working on some stuff, but am also pretty busy. Part of the reason I decided to take these writing opportunities with Edge…

  • Part Two: The Emperor's New Clothes Imagine for a moment an alternate reality where racing games suck. Here, racing games only exist on portable devices. And they don't ever let you actually race. You have a couple dozen car models, and a few different engines. You can swap out tires and spoilers, choose from a…

  • Part One: The Vampires of Culture From a design perspective, 'convergence' is a dirty word. Convergence is a business concept that aims to bring about an overlap in otherwise diverse audiences by leveraging IP across games, film, toys, books and comics, television or other forms of entertainment. In the game industry, the traditional approach to…