I've been reading Jorge Luis Borges' Ficciones.
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Show posts MenuQuote from: p19Senlin was unprepared for marriage in every way. He possessed neither the imagination nor emotional warmth that intimacy required. [..] Here was the moon and the rocking crib and the far from prying eyes and every romantic thing a man could request, and what did he do with it? He was drowning in opportunity.
Marya lay propped on her elbow watching him appear to sleep with his eyes open. She pressed the flat of her finger against his cheek, lifting up a smile like a fishhook, trying to tease some life from him. She tugged at his earlobe, bit lightly at his shoulder, and blew on his neck. Still he lay, sometimes flinching but not responding.
Quote from: p18What sort of husband loses a wife?
Quote from: p6He imagined she had married him because he was kind, even tempered, and securely employed.
[..]
Of course, Marya had a few unusual habits of her own. She read books while she walked to town[..] She was fearless of heights and would sometimes get on the roof just to watch the sails of inbound ships rise over the horizon. She played the piano beautifully but also brutally. She'd sing like a mad mermaid[..] And even still, her oddness inspired admiration in most.
Quote from: Back of the bookMild-mannered headmaster Thomas Senlin prefers his adventures to be safely contained within the pages of a book. So when he loses his new bride shortly after embarking on the honeymoon of their dreams, he is ill-prepared for the trouble that follows.
To find her, Senlin must[..]
Quote from: p3, footnote 1For simplicity's sake, I will speak as if there is a single game designer, when in actuality, games are often designed in large teams.
Quote from: p3, for example[..] the fact that the game designer specifies goals and abilities [..] is precisely what makes games distinctive as an art form.
Quote from: @droqenbreaking games as a player and as a designer.tweet
breaking them from both sides.
Quotei enjoy doing things that should not be doable
maybe that's the other side of breaking the horizon
as a player you do something that seems unintended...
as a designer i've thought to recapture it i ought to create the illusion of intent, for a player to break through, but it's not quite a perfect symmetry. having just experienced an 'impossible system breakage' experience as a player, i enjoyed knowing that the lack of intent was legitimate, but it's impossible to explicitly design that kind of thing.
with starseed pilgrim i guess there is a similar sort of feeling, but from the designer's standpoint. the player doesn't get to experience "doing the impossible against the designer's expectations" but it makes sense that as a designer i wanted the game to make possible something impossible, against the player's expectations...
i was never designing that part of the game for myself to play, i was just designing to satisfy exactly this same part of me that enjoys breaking games. oh, boy. does this all make sense? it was all very stream-of-consciousness.
breaking games as a player and as a designer.
breaking them from both sides.