Post

I found this very interesting. To me the thesis statement of this article is "The self-playing game automates a primary verb of play." This got me thinking. Could one say something similar about any quality-of-life modifications in other games/genres? Perhaps replacing automate with another verb?

not only do I think you can I think it's something extremely under-discussed in games -- where is friction necessary to the play experience and in what degree? How does a certain degree of frustration enrich feelings of engagement/reward/fun/etc?

0 reposts3 likes

No replies yet.