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Journal

Notes between editions

The ranking changes a few times a year. The journal is where the desk writes about how we test in between updates — no scores, no games named, just the craft.

  1. Designing for the Two-Minute Window

    Most games are built as though the player has decided to sit down. The commute session is the opposite: unplanned, short, and over without warning.

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  2. The Thumb Is Not a Mouse

    Every input device has a flaw, and the touchscreen's is unusually literal: the pointer sits between your eye and the display.

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  3. Teach With the Hands, Not With a Wall of Text

    Picture the screen. Everything dims. A panel slides up explaining a system the player has not encountered yet.

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  4. The Accessibility Options We Check on Every Title

    Accessibility used to appear in games writing as an occasional feature story. On our desk it is now a standing item, filled in for every candidate.

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  5. Handing Over The Phone: A Short Check You Can Run Yourself

    It is a back seat, or a waiting room, or the twenty minutes between one thing and the next. Someone small wants the phone.

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