It doesn’t look so bad, at first. Gamers start with structures and routines and improve our mental reflexes, test our psychological boundaries and have varying…
I’ve never killed a man. Not once. Not even accidentally. I’ve hurt people, sometimes intentionally, physically, and emotionally. I make mistakes. I have no desire to hurt even a misogynistic misanthrope like Trump.
My Steam library approaches five hundred titles of which I will play only a portion, but some not ever. Certainly there isn’t enough time in the day to get to them all, even if I were employed gainfully to do so. No, when it comes down to I choose not to be part of certain scenarios and character behaviours.
In my youth I gave death no thought; in Doom demons were slain; in Duke Nukem, mutant cops and aliens; Quake, monsters, and notably, other players. Friends and associates. Capture the flag, shoot anyone who tries to stop you from running away with it. A fair description for a game?
Indie developers pride themselves on breaking our expectations of game mechanics by flat-out doing things differently. Sometimes it works, too. However, there are occasions when the function of design contribute to the value and purpose of the subject. Instructions are integrated with the level design and after several sessions I was able to make just the barest sense of them.