anyway.



thread: 2013-05-25 : Complete Games

On 2013-05-28, Mads Egedal Kirchhoff wrote:

The lesson I'm taking away from nano game concept has nothing to do with complexity or simplicity, it's solely about brevity. Namely, I'm impressed with how much complexity can be communicated in 1500 words. I think it would be a trivial task to find a game which has the same complexity as the sundered lands put together, but more than twice the text. These nano-games have a complexity-to-word ratio than most games I've read. Having played AND hacked Fiasco before reading it, I was absolutely shocked that the book was more than a hundred pages long.

I think it's true that we have to assume more about the knowledge of the reader when prioritizing brevity, but many a text underestimate the reader and drag on, rather than let them infer and understand the game on their own.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":