mneme: (Default)
[personal profile] mneme posting in [community profile] labcats
A lot of indie games give me exactly what I -say- I want -- a reliable path to a good story, a world that in effect works on story-logic as much as by in-world logic, stories that resolve and go somewhere, and almost by definition, player engagement with the situation and the characters.

What's interesting is that so many of them, while being successful in this, don't -actually- give me what I want; while the surface of what I desire are present, the heart of good play—not merely what I consider definitional to a "roleplaying game" but also what defines the pleasure of the form to me—is missing. FREX, in PTA (as in so many other game), the focus is on cutting to the conflict, so being in character and in-character conversation and revelation tends to get short shrift.

The cognitive disconnance is interesting, to say the least. Enlightening? Perhaps.

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