Trying to provide a novel and ‘objective’ definition for a classic videogame


A while ago I had a discussion about which videogames can be considered classics. Lists vary wildly and are highly subjective. Yet there is a growing body of work for what makes a ‘good’ game: Game Design. I thought it would be an interesting idea to explore a more rigid definition to identify a ‘classic’ game.

I found but a few online articles attempting find factors that are indicative of being a ‘classic’ game.

Patrick Scott Patterson mused on the difference between retro and classic games. To me…

Let’s talk about the mobile version of E.L.I.T.E.

The ‘iconic’ hammerhead spaceship from the game (picture taken from the playstore page)

Space Unlimited is an Android app created by Craig Hart under the moniker Funqai. Existing since at least 2014, this E.L.I.T.E. based game has a special place in my heart. You play as a space pilot owning a small ship, with a small cluster of planets to explore and exploit. According to the description there are 110+ locations to visit. The world is presented as a 2D graph, a sort of star system map. The nodes are either planets, asteroid fields or deep space. The 110+ locations are probably including the pretty…

Presenting a correlation between solving methods and mathematical complexity in puzzles/problems.


The classes of problems introduced in the previous article are further defined. More factors that relate to puzzles are suggested. The essence of a problem is related to mathematical analysis and how people perceive problems according to psychology. Summing it all up in a fairly cohesive model.


This article follows up on A top down approach to Puzzles in games. The previous article is not required to understand this one, but certainly helps in understanding the concepts discussed. The definitions in this article are the same as the predecessor…

Why this topic and this article

Designing problems/puzzles in games is not easy. Seeing how many games get it wrong or simply rehash is puzzling. In particular the contrast in how puzzles in two different games I played made me feel, sparked inquiry (in an upcoming article I will take a deep dive in one of these experiences). Seeing problems/puzzles can be useful for both designers and critics. Designers can more easily implement the right problem/puzzle and critics can point out what is it that makes a problem/puzzle feel ‘off’.


What is a puzzle really? Puzzles are often seen as related to problems. To make a…

Maintainable code is desirable for both the product and programmers: faster response to domain changes and less time for (new) programmers/developers to understand the system.
Maintainability is likely best gotten through the use of principles. Contrary to popular ‘Design Patterns’, Principles like SOLID, YAGNI, TDD, DRY and others offer a creative and flexible manner of introducing maintainability.
Another factor increasing maintainability is the use of OOP: it is the current standard, fits the human mental model and has a rich literature with visual modelling available.
Combining these factors to create a new programming/language can be highly positive to Maintainable Programming/Development. The language…


Student Software Engineer, interests in Lifestyle, Psychology, Games and dreams

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