What do movie directors, motorcyclists and historians know about making games?
summary
Argues that games gain concrete design moves by borrowing from other arts: King applies standard UX win screens in Farm Heroes but can swap to a Rio Carnival style full-celebration flow; uses Star Wars’ visual shorthand to make clear good vs bad states; cites Calm’s repeated “see you back here tomorrow” retention line and 50,000 adult coloring books as evidence of meditative players; defines quality as “texture” from Zen and the Art of Motorcycle Maintenance and demonstrates the gap with a low‑ and high‑quality Lady Gaga duet comparison.
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chapters (7)
- 0:00Introduction to inspiration
- 1:25Games as art and inspiration
- 3:30Reference points in game design
- 5:14Clear good versus bad in games
- 8:47Meditation and player experience
- 11:59Defining quality in games
- 16:40Conclusion and call to action








