anyway.



thread: 2013-10-09 : A Useful Divider

On 2013-10-10, Gordon wrote:

Dom: My current thinking is that the object of the game is a constraint we're asked to take on in order to make this particular game work. Sure, in some game it's fine for the player to want the character to be a martyr, but in Murderous Ghosts, you're given the object "escape unmurdered." Fail to engage with that and the game might still work, but you've, uh, voided the warranty.

Of course, I'm not the author - Vincent may have considered that possibility and have it covered elsewhere in the design. I'd think he would give a different object in that case (one that's more "play to find out what happens"-ish), but I could be wrong.



 

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