Syvie wrote a new video game thought, what will you find inside? It is about games as dialogues between designers and players.
I am enlightened! A memorable excerpt:
"Many players have a critical mindset, and will try to come to a conclusion about whether they think the game is "well designed" or "poorly designed". This is the kind of conversation I'm not really interested in. If I show you something I created that is full of the things I love, and you tell me that it is poorly designed, I will think you are rude and weird. If you tell me it is well designed, I will feel happy because I like being praised, but praise isn't really what I am looking for."
Maybe the point of having constraints in a game like 'one button' or 'tiny screen' is that the conversation with the player is "look what i found within this tiny crevice of game design! Isn't that funny". And that conversation isn't as clear if you don't hold yourself as strictly to the constraint.
