thread: 2011-05-11 : The Un-frickin-welcome
On 2011-05-11, Emily wrote:
So, how would you distinguish compelling from satisfying? And are unwelcome and satisfying mutually incompatible?
I guess my question really is, are you including permissions & expectations based on styles & communities of play, non-mechanical structures and player investment as ways that a game can be designed to enforce unwelcome outcomes?
Some of those might accomplish it, but accepting the first and last seems at odds with the issue of supplanting a group's default interactions. But Ben's Jennifer might well have died in a freeform scenario or jeep played by players who are not hunting fluffy bunnies. What means of enforcement takes something from a happy accident to good design?