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Month: May 2012

Reading Texts

By Kit
|
May 22, 2012
| 1 Comment
| Game Design

People don’t just read texts as some kind of blank slate. We read them with assumptions and background knowledge, sure, but we also bring a particular set of tools to bear to understand them as we read them. You should really read Ryan Macklin on the subject of reading texts. OK, good. Now, I’m going […]

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Posted in %1$s Tagged %1$s 1 Comment

Choice establishes Meaning

By John
|
May 14, 2012
| No Comments
| Play Process

More and more these days, I am fascinated by the power and role of decisions. Decisions create buy-in, generate unexpected outcomes, and provide drama. As I’ve come to see it, most of all, decisions provide meaning. But not all decisions create meaning—to do that, a decision needs to be personal, needs to have weight, and […]

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Posted in %1$s Tagged %1$s Leave a comment

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  • Bully Pulpit Games
  • Daniel Solis
  • Deadly Fredly
  • Galileo Games
  • Go Play
  • Lumpley Games
  • Margaret Weis Productions
  • One Thousand One
  • Rob Donoghue
  • Ryan Macklin
  • Story Games
  • The Impossible Dream
  • The Mighty Atom

Categories

  • A Piece of Work development
  • Actual Play
  • Critical Theory
  • Et in Arcadia Ego development
  • Game Design
  • Game Design Community
  • Games Galore 2012
  • Lucid development
  • Play Process
  • Promotional
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