I found that I lost track of the flow in the bullet points.
I’m aware that that’s quite normal, I do it sometimes too, I also doubt it’s an innate limit, and I think to some extent this is a playful attempt to make people more aware of it. It would be really cool if people could become better at remembering the context of what they’re reading. Context-collapse is like, the main problem in online dialog today.
I guess game designers never stop generating challenges that they think will be fun, even when writing. Sometimes a challenge is frustrating, and sometimes it’s fun, and after looking at a lot of ‘difficult’ video games I think it turns out surprisingly often whether it ends up being fun or frustrating is not totally in the designer’s control, it’s up to the player. Are they engaging deeply, or do they need a nap? Do they just want to be coddled all the way through?
(Looking back… to what extent was Portal and the renaissance it brought to puzzle games actually a raising of the principle “you must coddle the player all the way through, make every step in the difficulty shallow, while making them feel like they’re doing it all on their own”, to what extent do writers also do this (a large extent!), and how should we feel about that? I don’t think games have to secretly coddle people, I guess it’s just something that a good designer needs to be capable of, it’s a way of demonstrating mastery, but there are other approaches. EG: Demonstrating easy difficulty gradations in tutorials then letting the player choose their difficulty level from then on.)
(Yes, ironic given the subject.)
Trying to figure out what it would mean to approach something cooperatively and not cohabitively @_@
I feel like it would always be some kind of trick. The non-cohabitive cooperator invites us to never mind about building real accountability mechanisms, “we can just be good :)” they say. They invite us to act against our incentives, and whether they will act against theirs in return will remain to be seen.
Let’s say it will be cooperative because cooperation is also cohabitive in this situation haha.
I’m aware that that’s quite normal, I do it sometimes too, I also doubt it’s an innate limit, and I think to some extent this is a playful attempt to make people more aware of it. It would be really cool if people could become better at remembering the context of what they’re reading. Context-collapse is like, the main problem in online dialog today.
I guess game designers never stop generating challenges that they think will be fun, even when writing. Sometimes a challenge is frustrating, and sometimes it’s fun, and after looking at a lot of ‘difficult’ video games I think it turns out surprisingly often whether it ends up being fun or frustrating is not totally in the designer’s control, it’s up to the player. Are they engaging deeply, or do they need a nap? Do they just want to be coddled all the way through?
(Looking back… to what extent was Portal and the renaissance it brought to puzzle games actually a raising of the principle “you must coddle the player all the way through, make every step in the difficulty shallow, while making them feel like they’re doing it all on their own”, to what extent do writers also do this (a large extent!), and how should we feel about that?
I don’t think games have to secretly coddle people, I guess it’s just something that a good designer needs to be capable of, it’s a way of demonstrating mastery, but there are other approaches. EG: Demonstrating easy difficulty gradations in tutorials then letting the player choose their difficulty level from then on.)
Trying to figure out what it would mean to approach something cooperatively and not cohabitively @_@
I feel like it would always be some kind of trick. The non-cohabitive cooperator invites us to never mind about building real accountability mechanisms, “we can just be good :)” they say. They invite us to act against our incentives, and whether they will act against theirs in return will remain to be seen.
Let’s say it will be cooperative because cooperation is also cohabitive in this situation haha.