U Play mark: three stacked square pips inside a thin rule

U Play

Writing about independent play, games and the culture that grows around them.


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Five labelled arrows leaving a single square token, standing for the small set of actions a game actually offers.
The verb list is usually shorter than the feature list.

Reading a game by its verbs

12 August 2026 design / play

The quickest way into a game you are trying to understand is to stop describing what it is about and start listing what it lets you do. Not the themes, not the setting, not the number of hours: the verbs. Move. Push. Wait. Trade. Discard. Look. The list is normally shorter than you expect, and once it is written down most of the arguments you were about to have with yourself resolve on their own.

This is not a clever trick. It is the closest thing game writing has to reading a poem aloud. A game is a machine for producing situations, and the verbs are the machine's moving parts. Everything else — art, music, story, difficulty settings — is either feeding those parts or dressing them.

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Index cards, a hand-ruled grid board and three counters laid out on a table as a paper prototype.
Cards, a ruled grid, counters. Enough to answer most first questions.

Paper prototypes first

28 July 2026 prototyping / making

A method for testing the idea before writing any code: what to cut it out of, what to write on it, and the four questions a paper version can actually answer.

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The rules you don't write down

2 July 2026 play / criticism

Every published game is surrounded by a second, unpublished game: the local agreements, the house rules, the things everyone at the table knows and nobody printed.

Three kinds of unwritten rule, why playground games show the process most clearly, and what a house rule invented in front of you is actually telling a designer.

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Line chart showing an irregular staircase of demands rising against a smooth dashed reference slope.
The smooth curve is a diagram. The staircase is what playing feels like.

Notes on difficulty

18 June 2026 difficulty / design

The word covers at least four different things, and most arguments about difficulty are two people using it for two of them. A sorting exercise.

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