thread: 2011-01-25 : Social Context and Design Scales

On 2011-02-06, Vincent wrote:

A Forge-incoherent design is one where some of its subsystems pitch toward one creative agenda while others pitch toward another. (I think we'd do just as well to consider it without reference to the creative agendas, taking every game on its own terms: an incoherent game design is one whose subsystems interfere with one another's workings instead of working together.)

So in those terms, no, there are lots and lots and lots of games that are Forge-coherent, but lack connection between what we're doing right now and what we're doing here.

None of this can make the least sense until I give examples! Maybe today I can grab the time.


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