Ian Bogost and the Social Games TRAUMA

Here is something pleasantly surprising. I was recently checking out some more GDC Videos. There was this one by Ian Bogost on how he made Cow Clicker. And guess what what Ian is talking about?


Wait, I know that game!

It’s TRAUMA. Specifically, Ian reads an excerpt from my 1 year old April’s Fool Day post as an example of the friction between the artistic ambitions of Indies and social games. I already heard that Ian quoted me in one of his presentations but somehow I completely forgot about it. Nice to re-discover that!

And of course, true to Bogostian nature, the presentation is fascinating so there are at least two reasons to check it out now!

Krystian Majewski

Krystian Majewski was born in Warsaw and studied design at Köln International School of Design. Before, he was working on a mid-size console project for NEON Studios in Frankfurt. He helped establish a Master course in Game Design and Research at the Cologne Game Lab. Today he teaches Game Design at various institutions and develops independent games.

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The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.


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