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Marc McGinley pfp
Marc McGinley
@marcmcg
Game designers try to always telegraph game state to the player to guide them. Design (UX) conventions can be useful, because players recognize patterns. Green means good, red means bad etc But these can sometimes be a trap. It’s too easy to follow them blindly. Example: 🧡
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iSpeakNerd πŸ§™β€β™‚οΈ pfp
iSpeakNerd πŸ§™β€β™‚οΈ
@ispeaknerd.eth
Great 🧡 In-world signals much better for immersion πŸ’― keeps us hooked Similar to lessons from DnD, never use in-game systems to punish *player* behavior (remove gold, destroy items, random disease, etc) for horny bard syndrome, murderhobo, etc; gotta direct interact w/ *player* to address thanks for sharing
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