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    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.