anyway.



thread: 2005-10-20 : The Fruitful Void

On 2005-10-22, Vincent wrote:

Oh man, it was with dread and awe that I understood the diagram in Chapter 1 in Sex & Sorcery. You know what it made me want to do, when I understood it? It made me want to play.

J, remember at GenCon, how Under the Bed needed to be uneven on the shelf? Same thing.

A game design must demand that its human audience reach into it to put it right. A game design must be already tumbling down a hill. How can I make these metaphors into practical design advice?



 

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