• 2 Posts
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Joined 1 year ago
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Cake day: October 22nd, 2023

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  • I think it’s tough with card games because they come from a physical form of lootboxes. Being expensive is kind of baked into their lineage. Collecting cards is a big part of the fun, and if you made it very easy to do I think it’s hard to say whether people would enjoy them as much.

    I don’t play any collectible card games anymore because I don’t want to pay for it anymore, but there is something very entertaining about the model even if it’s easy to argue it’s a scummy business model by today’s standards.

    I haven’t looked into this game beyond your description, but it does sound like a pretty weird model. Do you also have to pay for cards on top of that?

    I remember kind of disliking the arena system in hearthstone because I liked the game mode a lot, but as a casual player it was really hard to get to play it much. I guess they wanted to keep people from spending all their time there since you didn’t need to buy cards to play. I much preferred magic arena’s drafts where you pay an upfront cost but get to keep all the cards you played with. Much more accessible for casual players and more satisfying, too, since you always get something out of it.





  • It has a long way to go but it’s a good start. The community is very homogenous right now (maybe excluding some of the mainly politically focused servers). It’s predominantly male tech people right now and it shows in what is active and the general vibes of discussions. My hope is not only for more niche communities to grow, but also for a lot more diversity of interests and of people in general. We need more women’s voices on here for sure. I miss that diversity from reddit. Things have been steadily, if slowly, growing so far from what I can tell, so hopefully over time all this will improve.










  • The terms are just my own, so i wouldn’t expect them to make sense yet without explanation.

    As i said many things blur the lines, just like you point out. The goal of these terms isn’t to put up barriers, but to make it easier to talk about the differences between things. My goal is to point out the core of interactive experiences can be fundamentally different from a game, and using that term as an umbrella for everything can create false expectations. Does that make sense?

    Prince of Persia falls solidly into the game definition for me for the record. It has challenges, rules, and while the loss mechanic can be rewound, it’s still a loss mechanic. You don’t have to load a game for something to be a loss, in other words. A loss simply means the player has been given feedback that what they did is incorrect and they can’t succeed at the game or challenge by doing what caused the loss.


  • I think one thing that would help the discussion is acknowledging that there are now multiple kinds of interactive media, and not all of them are games.

    The terms i personally use are:

    Game: an interactive experience with rules, challenges, and the possibility of winning and losing.

    Toy: an interactive experience where you are given tools and a space to play in, but which lacks a structured goal. Paper doll falls into this category.

    Interactive Story: an interactive experience where you go through a linear or branching narrative, but which avoids mechanical or mental challenges and can’t be lost. Many visual novels would fall into this category.

    I think a lot of tension between people who enjoy these different categories would be lessened if we talked about them as equally valid, but different, forms of interactive entertainment.

    The boundaries can be blurred of course. There are many examples of mixed experiences that combined all of the above, but i think it’s still a helpful way to look at for me at least. Some people really enjoy toys but don’t like games, and that’s not just OK, it’s a good thing. It broadens the media pool and lets more people in.