anyway.



thread: 2011-01-10 : Social Context and Design

On 2011-01-10, Simon C wrote:

Thanks Vincent, Burning Wheel is a great example. I think it judges its audience very well, like you say. Folks who loved AD&D and Hero Quest are willing to put in that work. Heck, I think some of them even demand that kind of work.

Do you think everyone likes stuff more if they have to work at it a little? Or do some people not get that at all?

This makes me think about exciting social situations to design games for.

The situation I'm hungry for a game to fill is where you've got a couple of friends who are kind of curious about this gaming thing, and maybe another friend who's played a bunch before. You know you can't get them to commit to more than a couple of hours, and your typical nerdy subject material is gonna turn them right off.



 

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