Evidence receipt / recommendation
Published · transcript-backedRahul Vohra: recommendation
12 Nov 2020 Acquired Special: Superhuman Part II - Designing Software to Feel like a Game (with Rahul Vohra)
“I like to use a definition that I came across in a book that is, by the way, the best on the topic—The Art of Game Design by Jesse Schell.”
Source trail
Everything needed to verify it.
- Speaker
- Rahul Vohra
- Attribution
- Verified speaker
- Claim type
- recommendation
- Recorded
- 12 Nov 2020
- Publisher
- Acquired
Transcript context
…I'm sure you will. It's such a cool topic to be talking about. We've gone deep on gaming history in and of its own so often here on Acquired. I thought a good jumping-off point—before we get into your specific principles that you use at Superhuman—is let's talk about what is a game? It sounds like a simple question, sometimes hard to define. There are no fewer than eight or nine definitions on Wikipedia. From your perspective, how do you think about it? I like to use a definition that I came across in a book that is, by the way, the best on the topic—The Art of Game Design by Jesse Schell. You can get really complicated, you can get really academic, even abstract about the definition of a game. But in my mind, Jesse puts it best—a game is simply something that you play. This seems hard to argue with. There are all kinds of other definitions out there, but I always come back to this one. A game is something that you play. Wait, so let me push on that a little bit. Is the guitar a game, if I'm playing guitar, or is that a different use of the wordplay?…
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