01 AUG 2007
Quality or quantity?
Designing a popular game is a valid occupation. Designing a mystery game has its own attractions for gamers, and I favor it as promoting consciousness change, as well as quality and value of the game.
Then quality takes priority over quantity. Popularity is put off to the future, its potential increasing with the quality of the game.
1510
17 AUG 2007
Fool in game or life?
There's level confusion between story, game and reality, and the fool's incompetence blurs the difference further. The game and adventure take place in reality, requiring venues, materials, support and action. If the fool messes up the support and the game goes haywire, this could be accepted as part of the game. A deadpan presentation might fool people until it goes off the rails, and they realize they're in funny world. Mostly, foolish incompetence is a comedy formula for story or game.
1582
17 AUG 2007
Make rubbish valuable
Pretend it's valuable, until the joke is obvious. Then laugh at it. Rejecting a negative is a positive. We celebrate the value of nothing, which replaces it.
1586