you can pick and choose what concessions to make yourself.
you can pick and choose what concessions to make yourself.
why must every support be a damage dealer first, with a little team buff on the side?
i know the answer is "because balance is hard and it's easier this way," but i don't want easy. i don't even really want balance. i want to have fun.
why must every support be a damage dealer first, with a little team buff on the side?
i know the answer is "because balance is hard and it's easier this way," but i don't want easy. i don't even really want balance. i want to have fun.
like, i get it, but there's also potentially something lost in removing the friction from some games.
like, i get it, but there's also potentially something lost in removing the friction from some games.
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.