
What invisible frictions and unmet anxieties cause players to stall out in their social interactions?

What invisible frictions and unmet anxieties cause players to stall out in their social interactions?

What design elements provide permission for players to play together socially?

Loss and death are important, some would say essential, parts of the human experience. It's something that we all must, in time, come to accept in our lives. Why is it so hard to accept in our games?


Whether you mean to or not, as a game developer, you will find yourself embedded in contracts with your players, of both explicit and implicit varieties.
