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It's hard to engagingly gamify conversations, working on your slide deck / spreadsheets, elevator pitches etc. as routes to apply agency into the world. Tense
by barrkel 7y ago
It's hard to engagingly gamify conversations, working on your slide deck / spreadsheets, elevator pitches etc. as routes to apply agency into the world.
Tense situations are generally dangerous, and games tend to thrive on tension. Beyond abstract puzzles, simulations tend towards activities which are actually dangerous and discouraged in the real world; if it's not violence, it might be theft (Thief / Dishonored), high wire acrobatics (Mirror's Edge), high speed driving, etc.
- ben0x539 7y agoYeah, I don't really disagree. Though, I do feel like a lot of videogame violence is so detached from trying to simulate real-life combat (because it's building on decades worth of genre conventions more than anything) that it's abstract enough that you might as well use it to model just about any other kind of conflict or interaction in a game.