Talk w/Greg #2
Another powerful session with my mentor Greg!
Talking to him made me realize that the goal of my prototype game was an obstacle to the connection of the two players. So for my next prototype, the goal of the game needs to not be an obstacle.
He suggested some ways to do this. If I go the “giving” route, it would be easier to have someone give something they no longer needed to avoid this sort of collectivist mindset when we play games (since usually they have a purpose).
Also wondering if I can turn this into some sort of “infinite game”, within a shorter timeframe. We talked about how this can by easier to do with asynchronous gameplay but I have a technical limitation of using synchronous gameplay only. However, there might be a way to create the emotions of an infinite game within a short period time? Basically it becomes more about the gameplay and having fun than winning it.
I was thinking that a balance is that ultimately, you can play the game by yourself but it’s way more fun with someone else, and perhaps easier and more rewarding. My design strategy right now is almost to do as little as I think is possible to achieve this “Altruistic” behavior, then add more if it doesn’t work.