DariPsov
In this essay, I attempt to analyze game design as a system as deeply and thoroughly as possible. Creativity, parameters, dynamics and statics, game loops, stories, locations, interface, balance, risk and reward, onboarding and testing, psychology, emotions, and soul (or emergence).
The approach is simple: deconstruct complex topics into basic elements, and then invite you to synthesize them through practical exercises. The level of detail should disperse any fog of misunderstanding, while humor and light gamification will leave your forgetfulness absolutely no chance.
There are also around 65 achievements, exactly 4 skills, roughly 15,000 experience points, and an opportunity to use all this accumulated wealth in the finale. And one very strange metaphor about a chair.