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    <title>aside &amp;mdash; Airwave Blog</title>
    <link>https://blog.airwavegame.com/tag:aside</link>
    <description>Airwave is an indie air traffic control (ATC) sim-game powered by your voice.</description>
    <pubDate>Thu, 30 Apr 2026 01:35:36 +0000</pubDate>
    <item>
      <title>The Balance Between Boredom and Frustration</title>
      <link>https://blog.airwavegame.com/the-balance-between-boredom-and-frustration</link>
      <description>&lt;![CDATA[Written by [Leon].&#xA;Licensed under [CC BY-SA 4.0].&#xA;&#xA;aside&#xA;&#xA;---&#xA;&#xA;Expanding to infinite horizons briefly lays out why centre was abandoned. Let&#39;s see why centre felt as though you were doing chores.&#xA;&#xA;[Leon]: https://leonski.dev&#xA;[CC BY-SA 4.0]: https://creativecommons.org/licenses/by-sa/4.0&#xA;[expanding-to-infinite-horizons]: https://blog.airwavegame.com/endless-skies-expanding-to-infinite-horizons&#xA;&#xA;!--more--&#xA;&#xA;Simpler times&#xA;&#xA;It all started with approach. Aircraft would just show up out of nowhere around the edge of the airspace. You were tasked with leading them towards and lining them up with a runway, eventually clearing them to land once it made sense to.&#xA;&#xA;Naturally, departure was added shortly after. Somewhat akin to approach, aircraft would just show up out of nowhere, but this time on a runway. You then had to clear them for take-off and lead them out of the airspace.&#xA;&#xA;&#39;Twas fun.&#xA;&#xA;Grounds for fun&#xA;&#xA;Instead of departures that just show up out of nowhere on runways, it would be fun to tie approach and departure together. Thus, ground was born.&#xA;&#xA;Your goal was to taxi landing aircraft, handed over by approach, around the airport to available gates. Meanwhile, parked aircraft could become ready to depart. In such a case, you would need to taxi them to a runway, clear them for take-off, and hand them over to departure.&#xA;&#xA;&#39;Twas also fun.&#xA;&#xA;Wax wings&#xA;&#xA;Since ground was enjoyable, expanding outwards seemed like the obvious next step. Your task would be to command the masses of aircraft travelling between airspaces, also known as centre.&#xA;&#xA;&#39;Twas a chore.&#xA;&#xA;Splash&#xA;&#xA;Let&#39;s see what makes these so different.&#xA;&#xA;With approach and departure, you were likely handling eight-or-so aircraft at a time. Each one created little puzzles that needed to be solved in order for the whole to operate smoothly. Ground tied into them by requiring good sequencing and communication so that they could flow smoothly as a cohesive unit.&#xA;&#xA;With centre, you were handling tens of aircraft at a time, none of which needed much thought. At most, all you would need to do is plan out a route and tell the aircraft to follow it, which isn&#39;t much of a puzzle for our spatially-adept brains. In addition, there was no game-related reason to communicate with the others.&#xA;&#xA;In the first case, semi-frequent puzzles kept you from becoming bored, without being so common as to become frustrating; it was a fun set of mini-challenges to overcome. However, centre was a consistent onslaught of menial tasks that needed little in the way of thought; it was an ever-growing list of mind-numbing chores.&#xA;&#xA;As you can imagine, centre was swiftly dropped.&#xA;&#xA;Afterword&#xA;&#xA;Play-testing is essential for catching these good on paper ideas that feel bad to play in actuality. In a team, it&#39;s important to be able to tell someone that their idea sucks, and be told the same. It is what it is, figure out what went wrong and use that knowledge thenceforth, otherwise the mistake was for nought.&#xA;&#xA;As always, have fun.&#xA;&#xA;---&#xD;&#xA;Check out our website.&#xD;&#xA;&#xD;&#xA;For questions or feedback, feel free to reach out on Bluesky, on our Discord server, or via email: airwavegame@proton.me.]]&gt;</description>
      <content:encoded><![CDATA[<p><em>Written by <a href="https://leonski.dev">Leon</a></em>.
<em>Licensed under <a href="https://creativecommons.org/licenses/by-sa/4.0">CC BY-SA 4.0</a></em>.</p>

<p><a href="https://blog.airwavegame.com/tag:aside" class="hashtag"><span>#</span><span class="p-category">aside</span></a></p>

<hr>

<p><a href="https://blog.airwavegame.com/endless-skies-expanding-to-infinite-horizons"><em>Expanding to infinite horizons</em></a> briefly lays out why <strong><em>centre</em></strong> was abandoned. Let&#39;s see why <strong><em>centre</em></strong> felt as though you were <strong><em>doing chores</em></strong>.</p>



<h2 id="simpler-times">Simpler times</h2>

<p>It all started with <strong><em>approach</em></strong>. Aircraft would <em>just show up out of nowhere</em> around the edge of the airspace. You were tasked with leading them towards and lining them up with a runway, eventually clearing them to land once it made sense to.</p>

<p>Naturally, <strong><em>departure</em></strong> was added shortly after. Somewhat akin to <strong><em>approach</em></strong>, aircraft would <em>just show up out of nowhere</em>, but this time on a runway. You then had to clear them for take-off and lead them out of the airspace.</p>

<p>&#39;Twas fun.</p>

<h2 id="grounds-for-fun">Grounds for fun</h2>

<p>Instead of <strong><em>departures</em></strong> that <em>just show up out of nowhere</em> on runways, it would be fun to tie <strong><em>approach</em></strong> and <strong><em>departure</em></strong> together. Thus, <strong><em>ground</em></strong> was born.</p>

<p>Your goal was to taxi landing aircraft, handed over by <strong><em>approach</em></strong>, around the airport to available gates. Meanwhile, parked aircraft could become ready to <strong><em>depart</em></strong>. In such a case, you would need to taxi them to a runway, clear them for take-off, and hand them over to <strong><em>departure</em></strong>.</p>

<p>&#39;Twas also fun.</p>

<h2 id="wax-wings">Wax wings</h2>

<p>Since <strong><em>ground</em></strong> was enjoyable, expanding outwards seemed like the obvious next step. Your task would be to command the masses of aircraft travelling between airspaces, also known as <strong><em>centre</em></strong>.</p>

<p>&#39;Twas a chore.</p>

<h2 id="splash">Splash</h2>

<p>Let&#39;s see what makes these so different.</p>

<p>With <strong><em>approach</em></strong> and <strong><em>departure</em></strong>, you were likely handling eight-or-so aircraft at a time. Each one created little puzzles that needed to be solved in order for the whole to operate smoothly. <strong><em>Ground</em></strong> tied into them by requiring good sequencing and communication so that they could flow smoothly as a cohesive unit.</p>

<p>With <strong><em>centre</em></strong>, you were handling tens of aircraft at a time, none of which needed much thought. At most, all you would need to do is plan out a route and tell the aircraft to follow it, which isn&#39;t much of a puzzle for our spatially-adept brains. In addition, there was no game-related reason to communicate with the others.</p>

<p>In the first case, semi-frequent puzzles kept you from becoming bored, without being so common as to become frustrating; it was a fun set of mini-challenges to overcome. However, <strong><em>centre</em></strong> was a consistent onslaught of menial tasks that needed little in the way of thought; it was an ever-growing list of mind-numbing chores.</p>

<p>As you can imagine, <strong><em>centre</em></strong> was swiftly dropped.</p>

<h2 id="afterword">Afterword</h2>

<p>Play-testing is essential for catching these <em>good on paper</em> ideas that <em>feel bad</em> to play in actuality. In a team, it&#39;s important to be able to tell someone that their idea sucks, and be told the same. It is what it is, figure out what went wrong and use that knowledge thenceforth, otherwise the mistake was for nought.</p>

<p>As always, have fun.</p>

<hr>

<p><em>Check out our <a href="https://arwv.cc">website</a>.</em></p>

<p><em>For questions or feedback, feel free to reach out on <a href="https://airwavegame.com/bluesky">Bluesky</a>, on our <a href="https://airwavegame.com/discord">Discord</a> server, or via email: <a href="mailto:airwavegame@proton.me">airwavegame@proton.me</a>.</em></p>
]]></content:encoded>
      <guid>https://blog.airwavegame.com/the-balance-between-boredom-and-frustration</guid>
      <pubDate>Tue, 19 Nov 2024 19:00:19 +0000</pubDate>
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