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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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Marc McGinley
@marcmcg
When a player is playing as a character they are often playing with the mindset of the character, not the player. That’s not to say they’re dumb and they believe they are the character, but it’s the best gaming experience to roleplay.
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iSpeakNerd 🧙♂️
@ispeaknerd.eth
Great 🧵 In-world signals much better for immersion 💯 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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iSpeakNerd 🧙♂️
@ispeaknerd.eth
threadooooooooooor on hard mode, check out /supercast fam
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degen #1
@juan
3000 $DEGEN
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