Feedback on PALARONG MAKINISMO
I love a good academic paper. Having a couple of references is a nice touch as well. I kind of agree with a lot of the stuff that you’ve written about the way a TTRPG is basically a mechanism that turns creative outputs into experiences and stories for the players to relate once the moment has passed. There are elements here that remind me of the seminal “clouds and boxes” posts by Vincent Baker which ended up leading to Apocalypse World (and its gaming descendants). I like the way how you’ve suggested that both “crunch” and “fluff” are a part of the mechanisms and feedback loops that drive the game experience. I’m kind of not sure where I sit with the idea of the creative void, or the intentionally placed “spaces”… to me that feels like lazy game design in a lot of ways…shifting the heavy lifting from the designer to the player, which can be unfocused at best, or problematic in a lot of situations at worst. I can see where you’re coming from with the terminology you’ve used, and it’s wonderful to be introduced to new terms, but I’m trying to resolve how those ideas fit in with my own game design ideas at the moment. It feels like there’s a lot of similarities in the directions I’m aiming, so I’ll be interested to see where your future designs head.
I don’t even know if you wanted a critique or discussion on the manifesto, but I’m going to try to add some ideas to every entry that gets posted.