Si nos lo tomamos como "me estoy comprando un ordenador con el que navegar en el salón y también puedo jugar...
Si nos lo tomamos como "me estoy comprando un ordenador con el que navegar en el salón y también puedo jugar...
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.