Emily Short does some of the deepest thinking about how games could be different than they are. The design issue she’s writing about here comes up a lot in story-intensive games, and I can think of quite a few RPGs that would have been more interesting if they made coherent choices about it.
Really interesting, to me at least. Slightly different from the usual implementation-heavy stuff that usually populates the games tag here, though that’s also fascinating.
Emily Short does some of the deepest thinking about how games could be different than they are. The design issue she’s writing about here comes up a lot in story-intensive games, and I can think of quite a few RPGs that would have been more interesting if they made coherent choices about it.
Really interesting, to me at least. Slightly different from the usual implementation-heavy stuff that usually populates the games tag here, though that’s also fascinating.