quakefultales

doctor computational theater snek

indie game dev, AI and narrative design researcher, playwright


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I was going to do a longer post about how when you choose which areas of your game have mechanics, you are signaling your priorities on themes and choosing what your game is about because this is what your player(s) will be doing and interacting with much of the time. So if you don't want to make a game thematically about violence (or being a murder hobo), you probably want to focus your system design away from things that support murdering and accumulating resources for its own sake.

If you are writing a setting to go with your mechanics, the choices about your mechanics will effect your setting and especially the kinds of stories you are capable of telling in your setting

so

mechanics and systems will have a dramatic impact on your storytelling and you had better be aware of this if you want to explore your themes fully


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