Читаю книгу "The Art of Game Design: A Book of Lenses" — своего рода Библию гейм-дизайнера. В самом начале автор, Джесси Шэлл объясняет, почему хорошие игры такой кайф. Читая, нашёл связи с тем, как педдизайнеру подходить к созданию курса. Так почему же кайф? The game is not the experience. The game enables the experience, but it is not the experience. This is a hard concept for some people to grasp. The ancient Zen question addresses this directly: “If a tree falls in the forest, and no one is there to hear it, does it make a sound?” This has been repeated so often that it sounds hackneyed, but it is exactly what we are talking about. If our definition of “sound” is air molecules vibrating, then yes, the tree makes a sound. If our definition of sound is the experience of hearing a sound, then the answer is no, the tree makes no sound when no one is there. As designers, we don’t really care about the tree and how it falls—we care only about the experience of hearing it. The tree is ju