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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="Campbell" data-source="post: 8316422" data-attributes="member: 16586"><p>Addressing this broadly.</p><p></p><p>Fundamentally any game that is dependent on consensus and individual ownership of parts of the shared fiction is not flexible enough to include anything outside the limits of that play approach. Any sort of play with binding mechanics where every part of the fiction (including the characters we play) are part of a truly shared fiction is not part of that consensus oriented approach.</p><p></p><p>That includes any sort of skilled play or the play style described in the Playing Passionately blog.</p><p>[URL unfurl="true"]https://playpassionately.wordpress.com/[/URL]</p><p></p><p>Here's the intro:</p><p></p><p></p><p></p><p>There are limits to consensus. John Harper addresses this pretty well in Blades in the Dark:</p><p></p><p></p><p>To John Harper's points I would add that part of the reason we might not want consensus is that if we want to experience emotional bleed with the characters we are playing is that we do not want consensus because they do not have consensus. We want to feel the tension they feel. Making play dependent on that consensus forces us into a position some of us do not want to be in all the time.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8316422, member: 16586"] Addressing this broadly. Fundamentally any game that is dependent on consensus and individual ownership of parts of the shared fiction is not flexible enough to include anything outside the limits of that play approach. Any sort of play with binding mechanics where every part of the fiction (including the characters we play) are part of a truly shared fiction is not part of that consensus oriented approach. That includes any sort of skilled play or the play style described in the Playing Passionately blog. [URL unfurl="true"]https://playpassionately.wordpress.com/[/URL] Here's the intro: There are limits to consensus. John Harper addresses this pretty well in Blades in the Dark: To John Harper's points I would add that part of the reason we might not want consensus is that if we want to experience emotional bleed with the characters we are playing is that we do not want consensus because they do not have consensus. We want to feel the tension they feel. Making play dependent on that consensus forces us into a position some of us do not want to be in all the time. [/QUOTE]
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