Last week I proposed that the design of historical simulation games around problem spaces provides guidelines for how one can meaningfully critique them as historical interpretations. This week moves to the flip side of the coin: how the concepts and functioning of problem spaces illustrated so well in historical simulationContinue Reading

Before beginning, I ask a moment of your time to view the short video below: For anyone who played the original Nintendo Entertainment System (NES), the above depiction should be instantly recognizable as the very popular boxing game, ‘Punch-Out!!’.  What might not be so obvious, at least until the videoContinue Reading

If a rule, in general, is a constraint placed on an agent by the agent’s cultural situation, then in a cultural zone understood as appropriate for play that general sense of “rule” transfers nicely to a sort of constraint that allows a player to make choices (cf. Sid Meier’s famousContinue Reading