The Cicada approach to game design

UneptUnept Member Posts: 20
edited November -1 in Working with GS (Mac)
This article is written with web design in mind, (and is fascinating if you're a web designer like me) but I thought it could also apply to certain elements of game design.

http://designfestival.com/the-cicada-principle-and-why-it-matters-to-web-designers/

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    That was an interesting read - thanks for taking the time to post it!

    QS :D (A non-web designer)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • AsymptoteellAsymptoteell Member Posts: 1,362
    I was afraid there, QS. I thought it said (A non-GS designer)
    THE HORRORS!
    Asymptoteell
  • design219design219 Member Posts: 2,273
    That is a very, very interesting article. I'm loving html5!
  • BSideGamesBSideGames Member Posts: 392
    I love using tiles, so that is going to be one of my new favorite tricks.
  • FranzKellerFranzKeller Member Posts: 517
    That may be a little obsessive for web design, considering that a decent sized background JPEG loads up easily on todays bandwidth
    (while half of it is being hogged by ad banners for movies, that spontaneously load streaming videos!)

    Still, interesting bio / math based theory! And who knows where else it can be applied?
    (musical beats? I do a similar thing with my synths, rotating notes at different intervals)

    Let us not forget much of the history of gaming is based on tiled areas
    and other forms of tokenization
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