Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
A: find your mom’s Facebook
B: find a picture she uploaded of you reminiscing about what a nice young man you were
C: badly photoshop that into a locket
D: convince you I’m your daughter.
Happy Father’s Day Daddy.
A: find your mom’s Facebook
B: find a picture she uploaded of you reminiscing about what a nice young man you were
C: badly photoshop that into a locket
D: convince you I’m your daughter.
Happy Father’s Day Daddy.
This is state repression, plain and simple.
This is state repression, plain and simple.