anyway.



thread: 2013-09-24 : What even IS the object of an rpg?

On 2013-09-28, Vincent wrote:

Gordon: "One thing I want to check on does seem directly on-point, though: while it seems right to say that lying about the object is only rarely a good idea, is there a problem in saying that the games' design can certainly (and sometimes productively) make the object of the game vague, contradictory, multi-layered, and etc?"

I'll go with only rarely a good idea in that case too. I think that the best way to design a game is practically always to give it a straightforward, easily understood, easily pursued object, and to tell the truth about it in the text.

Even in Beloved and Sunshine Boulevard, while the objects are traps and lies, they're nevertheless easy to grasp and easy to pursue.

It's not my job to tell any designer what not to create, though, so "can," sure, no skin off my nose. It's between you and your audience, not between you and me.



 

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