The traditional value system around games as a product to be “consumed” has shifted our focus away from creators and their vision to what will test well with the people who will buy your product. When the dominant narrative is intrinsically tied to capitalism and being a good businesswoman, we become risk-averse.
And risk-aversion is cool for people who want to make games in established genres and pre-existing audiences, and lord knows I have a weakness for roguelikes and shoot-’em-ups, but can’t we also have and properly support games that are alienating by intention? Games about unsolvable problems or difficult situations? How independent can you really be when at the end of the day, you have to choose between caving to incredibly narrow avenues of financial sustainability and making something challenging?
- The Dungeons and Dragons Session That Became a Real-Life Phenomenon
- ungaming : Bucket o’ Content