More on challenge, friction, and the player-game relationship.
It’s time for yet another episode of Gold Microphone, continuing a longform discussion of challenge, mimesis, and the player-game agreement, all pushing toward an assessment of the endgame of Brian Moriarty’s Trinity. This time, I’ll clarify some thoughts on challenge and friction before identifying some helpful critical touchstones in the Design Manual 4 version of Graham Nelson’s “The Craft of the Adventure.” With any luck, this research will lay the groundwork for a future conversation about Vampire: The Masquerade Swansong, a graphical adventure that can serve as a useful case study.
A rough transcript is available here.
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