anyway.



thread: 2009-12-08 : Your 3 Insights

On 2011-01-04, Vincent wrote:

More like too soon!

Let's see. It's a pretty big game, but here's a sampling.

1. Subject matter: There's obviously fiction about loyalty that isn't about betrayal, and it's about time that I made such a game. Firefly on a boat, not Reservoir Dogs on a boat, if you see. (Only not on a boat, in the postapocalypse instead, of course).

2. Collaboration / roleplaying as a practice: A game can be long-term, sandboxy, totally color-first, and still Story Now; here's a way how. Also, asking questions is good.

3. Real live human nature: Many! Examples: For some people, having sex means learning more about your partner, where for others, it means revealing yourself more. For some people, being mistreated makes them want better; for others, being mistreated makes them mistreat others in turn. When you pull a gun on someone in the real world, most of the time you just want something from them, you don't need to kill them.



 

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