I've been thinking about how a game can make an argument, and how it can be a starting point for a design. For some reason I always struggled with the advice to "start with experience". Is there a difference? Same goal, different words? Maybe one for @LudologyPod and @colewehrle
No, it's easy to picture a scenario where I'd design to evoke a specific emotion. At that point statements would be optional.
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Please ignore me if I'm getting annoying! I'm just fascinated, and glad to have your insights. So, you think you can design for experience without making a statement. But can you make a game with a statement without designing for experience?
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Yes, you can see that in many rethemed and promotional games. You don't have to, but the most effective games come from a harmony between the two.
End of conversation
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