Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
me: this must be the game's most hostile area... its blighttown analogue
[hours later]
Silksong: welcome to the vomit viaduct
me: this must be the game's most hostile area... its blighttown analogue
[hours later]
Sillksong: welcome to shit-eating canyon
me: this must be the game's most hostile area... its blighttown analogue
[hours later]
Silksong: welcome to the vomit viaduct
me: this must be the game's most hostile area... its blighttown analogue
[hours later]
Sillksong: welcome to shit-eating canyon
aftermath.site/microsoft-az...
aftermath.site/microsoft-az...
Christ.
Christ.
#Netrunner
#Netrunner
I wish we had enough people locally to organize tournaments more often than every set release.
I wish we had enough people locally to organize tournaments more often than every set release.