@snackerfork @carolynmichelle With that in mind, the game's morality is thus commenting on how we interact with video game enemies/NPCs.
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Replying to @tellahtruth
@tellahtruth@snackerfork ...be killed" structure of soooo many games. But to me what it offers as an alternative is just as artificial.1 reply 0 retweets 0 likes -
Replying to @carolynmichelle
@carolynmichelle@snackerfork Do you not think there's some designer intention in that struggle against artificiality?2 replies 0 retweets 0 likes -
Replying to @tellahtruth
@tellahtruth@snackerfork I'm not really interested in designer intention. I'm, you know, interested in my experience of the actual game.2 replies 0 retweets 0 likes -
Replying to @carolynmichelle
@carolynmichelle@snackerfork I see what you mean, but I think the structure itself says something.2 replies 0 retweets 1 like -
Replying to @tellahtruth
@tellahtruth To me the structure felt like it required me to be manipulative which jarred with the "we're friends now" scenes that followed.1 reply 0 retweets 1 like -
Replying to @carolynmichelle
@carolynmichelle I happen to agree. We just seem to differ on whether that jarring is welcome or counter-productive.1 reply 0 retweets 0 likes -
Replying to @tellahtruth
@carolynmichelle Considering how often this has come up in discussion around it, it feels to me less like a oversight & more like a feature.2 replies 0 retweets 0 likes -
Replying to @tellahtruth
@carolynmichelle We share in feeling mechanics fought against friendship. Maybe it could've been done better but it seems part of the point.1 reply 0 retweets 0 likes -
Replying to @tellahtruth
@carolynmichelle I like that you're talking about this impression of it, and it's part of the game's value regardless of its issues. :)1 reply 0 retweets 1 like
@tellahtruth Yeah, absolutely, this is a huge part of what makes it such an interesting game.
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