Bennett Foddy
Game developer and moral philosopher; made QWOP, GIRP and Getting Over It, and teaches at the NYU Game Center.
Everything they publish, on ppll ↗
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Their wordsIt's been my view for a while that it's a worthwhile exercise for any game designer to make a chess variant, a dice variant and a Pong variant.
- 4 months earlier
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Their wordsFor me, a good prototype expresses a single idea or tests a single hypothesis, so a prototype is actually a great container for a creative prompt, which typically takes the form of a single encapsulated concept or provocation.
↗Hidden Homework (updated 2021)foddy.net 1st of 3 in this piece
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Our reading
Creative work is better served by a diverse toolkit of specialized tools than by one universal tool.
Their wordsI don't want a single tool that I can use for any game... I want a digital toolshed that looks like Depeche Mode's synth collection.
↗Hidden Homework (updated 2021)foddy.net 2nd of 3 in this piece
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Their wordsMazes are not the most interesting gameplay element if you're relying on intrinsic motivation - they're just not very entertaining - but if there's some sufficiently compelling extrinsic motivator I think their irritating properties become quite interesting.
↗Hidden Homework (updated 2021)foddy.net 3rd of 3 in this piece