it isn't interesting unless there's something for me to choose, to decide, to figure out, to learn how to do. there is a blocker here inside the medium i loved, everything seen through one lens, that of (as Lantz puts it) "thinking and doing". the game cannot only show that something can be done, it must produce also the environment in which it may be practiced to the point of losing sight that it ever had a real function--it must teach a skill and at the same time capture it so completely.
the skills taught by successful videogames have been pruned over decades of design to be so beautifully capturable that they can never escape the prison into which they are born.
the skills taught by successful videogames have been pruned over decades of design to be so beautifully capturable that they can never escape the prison into which they are born.
