This is a small idea I’ve been batting around. Let’s see if it makes sense.

A game is, among other things, a system for manipulating the attention of the participants. Games I like, I’ve noticed, tend to move your attention back and forth through the fiction and the mechanics, sometimes by convincing you that they’re the same thing (such as with Apocalypse World‘s “to do it, do it”).

But this doesn’t say anything about where the locus of interaction is. The thing you have to interact with most becomes most salient, draws your attention more strongly.

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