I suspect it’d work out faster if Mako leaned more into thinking “what do players want” relative to “what do I want to teach them?”.
A board game designer friend said something similar, and I would like to better get to know what draws people to play boardgames, today, I’m in the unserved audience, which both puts me in a good position to design novel stuff, but also disconnects me from what’s already there a little bit.
I’ve been concerned that if I have these conversations, in the shape of my questions I’ll end up communicating why I don’t play boardgames, which would incur the game-philosopher’s gravest sin, speaking unexpectedly painful words and ruining peoples’ fun… no. It’ll be less fun, but I can learn to approach these sorts of interviews in a descriptivist mode, non-judging, at times, perhaps even enabling :/
A board game designer friend said something similar, and I would like to better get to know what draws people to play boardgames, today, I’m in the unserved audience, which both puts me in a good position to design novel stuff, but also disconnects me from what’s already there a little bit.
I’ve been concerned that if I have these conversations, in the shape of my questions I’ll end up communicating why I don’t play boardgames, which would incur the game-philosopher’s gravest sin, speaking unexpectedly painful words and ruining peoples’ fun… no. It’ll be less fun, but I can learn to approach these sorts of interviews in a descriptivist mode, non-judging, at times, perhaps even enabling :/