On 2006-01-13, Metal Fatigue wrote:
CS wrote, in the margin:
pull is followed by give (as in gift) as push is followed by give (as in fall back)
OK, that’s a good word. I vote we add it to the lexicon along with “push” and “pull.”
So in (to take an example) Sorcerer, the mechanics encourage a cycle of “push hard—give, then push back harder,” which builds to the dramatic climax. Ditto Dogs.
Interestingly, both of those games have an explicit pull technique in character creation: Kickers in Sorcerer, initiation conflicts in Dogs.