thread: 2013-10-28 : A Question about Objects
On 2013-11-07, Vincent wrote:
There's a similar trap in The Doomed Pilgrim, more subtle, where the pilgrim player can exploit the internet's sense of dramatic timing. You can see it in action down here. Basically, Ben hoped that for reasons of dramatic timing I would put my own neck in the noose. I was only too happy to seize the opportunity to not do so.
As designer, I knew that the players would bring a sense of dramatic timing to the game as an aesthetic consideration. I designed the game so that if the pilgrim player gets sucked into it, she'll lose, but if she can keep her head instead, it might give her openings to escape.
This makes JMW go "I think that's why I don't like that game much"
it's training against cool climaxes.
This makes VB go "Hey, Josh W-"
I removed your comment below. I don't have any objection to anything you said, it's just likely to distract from the topic and I don't have any reply either. I saved the text, if you didn't, and you'd like to use it in a review or to start a conversation about the game or whatever, just let me know if you'd like me to send it to you.
This makes JMW go "Heh, ok"
I didn't save it, but the idea is straightforward enough. I'll go to email.