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In this video I make the case for why some of the more well known taxonomies in game design are good in theory but fail in practical application. I also provide a description of a new metric through which we can judge the worth of a game, using "engagement" as opposed to "fun". I present a new model through which a game may be designed revolving around the use of "constraints" as the atomic unit of design, as seen in the book 'The Aesthetic of Play' by Brian Upton. Follow me on Twitter! (Or don't that's totally fine too) - / nightmask3 Other interesting related media: Link to Darkest Dungeon's Steam page: http://store.steampowered.com/app/262... Link to Joseph Anderson's review of Darkest Dungeon: • Darkest Dungeon Review and Critique Link to Extra Credit's video discussing the importance of using a metric that isn't fun: • Aesthetics of Play - Redefining Genres in ... Link to Errant Signal's video discussing the concept of 'kinaesthetics': • Errant Signal - Kinaesthetics The GDC talk by Sid Meier: http://www.gdcvault.com/play/1015756/... Link to article 'Games are NOT a series of interesting decisions': http://onlyagame.typepad.com/only_a_g... Link to engagement theory: http://www.zenrhino.org/theory/engage... Link to original MDA paper: http://capital.osd.wednet.edu/media/c... Music: All music is from the album 'Music for Podcasts 2' by Lee Rosevere, which I purchased, and is used under the BY license. Link: https://leerosevere.bandcamp.com/albu... Tracks in order of appearance: 1) In a Moment [00:06] 2) Puzzle Pieces [00:34] 3) Thoughtful [03:40] 4) Under Suspicion [07:47] Note: I do not monetize any of these videos and do not plan to for the foreseeable future, I just want to share the knowledge and help people out.