Gente Che Gioca > Sotto il cofano
[GAME DESIGN] Nuvole, scatole, gioco astratto o viscerale
Joshua A.C. Newman:
Suna, you have to look at the substance of my post, discussing an alteration to the feedback loop. I am directly answering your question. (... ignoring the fact that conflict resolution is similarly altered in Human Contact to be both smoother and more cloud-to-boxy.)
My point is that the level of abstraction is manipulable by changing the box/cloud relationship. You change that relationship by giving impact to the fictional events. You give weight to fictional events by giving them qualities that the players care about viscerally, as human players.
If you're making fiction with a game, you necessarily have a feedback loop from fiction to procedures. Orange book Shock: leaves it to the players to make that flow, as it does with many things, being as it is a set of tools sans materials; Human Contact shows one way to do make it flow by giving both refined tools and a set of materials. Tools refined in another way and a different type of material will yield different effects.
Davide Losito - ( Khana ):
--- Citazione da: Joshua A.C. Newman - 2011-07-21 19:04:00 ---My point is that the level of abstraction is manipulable by changing the box/cloud relationship. You change that relationship by giving impact to the fictional events. You give weight to fictional events by giving them qualities that the players care about viscerally, as human players.
--- Termina citazione ---
Fan-mail :P
Suna:
--- Citazione da: Joshua A.C. Newman - 2011-07-21 19:04:00 ---Suna, you have to look at the substance of my post, discussing an alteration to the feedback loop. I am directly answering your question. (... ignoring the fact that conflict resolution is similarly altered in Human Contact to be both smoother and more cloud-to-boxy.)
My point is that the level of abstraction is manipulable by changing the box/cloud relationship. You change that relationship by giving impact to the fictional events. You give weight to fictional events by giving them qualities that the players care about viscerally, as human players.
--- Termina citazione ---
Point taken, the way your comment was expressed made me think you were merely advertising Human Contact. I see that was not the substance of your post. My deepest apologies for the misunderstanding.
--- Citazione da: Joshua A.C. Newman - 2011-07-21 19:04:00 ---If you're making fiction with a game, you necessarily have a feedback loop from fiction to procedures.
--- Termina citazione ---
Of course. Nobody's saying otherwise. But the game's feel significantly differs in the fact that in the fiction->procedures pattern, fiction sets mechanics in motion, while in the procedures->fiction pattern, procedures generate narration. You are somewhat forced to incorporate them. Switch cause and effect, and the result does change.
Navigazione
[0] Indice dei post
Vai alla versione completa