anyway.



thread: 2006-05-18 : Two examples: unmediated drama

On 2006-05-19, Lisa Padol wrote:

Hm, this may explain why I keep thinking of example #2 as a push, when it clearly reads as a pull by Brand's definition.

That is:

Pretending that I'm the player whose character you want to push off the roof, I think the second example feels to me like a pull because it is pushing me, the player, into a moment of crisis: Do I accept this really high oomph thing or don't I? It makes me uncomfortable because of

a) the scale

b) the lack of a context that would make me comfortable

There is no way you can provide b) in your example, so no foul there—we're not actually playing a game, et cetera, und so weiter. In principle, in an actual game, there might well be a b), in which case a) might not be a problem.

That said, I think you may be confusing pull with crisis.

Hm, that doesn't read right. I think you may be discounting the invitation to a crisis. That is, if you need my input before we go to the moment of crisis, and you invite it, let's say by leaving a ring out for my thief, and I decide it's not that important / I don't want to go there / whatever—I decline the invitation—does that make it suddenly not a pull?

Am I making sense?

-Lisa



 

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