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?