Why Don’t We Know How to Design Games?

There are 4 categories of knowledge: Known Knowns, Unknown Knowns, Known Unknowns, and Unknown Unknowns.

When you are a subject matter expert on something, like a competitive game, or coding, or a lawyer, doctor, or scientist, your knowledge is a known known. You know how much there is to know about the subject, and you are aware of exactly what parts of that subject you have in memory. This is a Known Known.

When you are an experienced professional, like a painter or an athlete, you have an intuitive understanding of your craft that you can’t necessarily explain to other people. You know these things from practicing them, but you aren’t even aware of what has become habit for you. This is an Unknown Known.

When you are a student, being taught by someone who has more knowledge than you, your teacher is able to show you all the things you have yet to learn. You don’t have this knowledge yet, but you know it is out there. This is a Known Unknown.

When you are blissfully ignorant and have no idea that a subject even exists you don’t consider what might even be out there. You don’t know about it, and you aren’t even aware what you’re missing. This is an Unknown Unknown.

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Celia’s Tips for Clear Writing

A lot of what I’ve ended up critiquing video essayists and other games writers about is the clarity of their writing. I feel like many people are trying to create “Good Writing” rather than communicate effectively. Many video essays are written more like political speeches than they are trying to be direct and informative. It feels like they are informed by what makes good fictional writing more than good technical writing, and try to carry a vibe to the detriment of their message.

Here are the principles I follow to make my writing direct and effective:

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