greyronin.bsky.social
@greyronin.bsky.social
Reposted
Getting stuck causes players to explore the world.

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.
November 28, 2025 at 7:51 PM
And here I am in 2025 wondering if such a thing would be greenlit as a new product today!
November 8, 2025 at 2:26 AM