respect the player's intelligence with subtle messages, slowly built

This note last modified September 1, 2024

  • players were sad when games buried their themes, though this was often brought up as something unfortunate, not outright negative.
  • players hated when games were blunt or preachy, preferring when games let them figure things out for themselves.
    • Be subtle in your presentation, though that doesn’t mean you have to neuter your message.
    • Don’t judge the player, let the player judge themselves by seeing the effects of their in-game actions.
    • rely on procedural rhetoric
  • players liked philosophy snippets
  • games take a while to beat. This lets designers build up their themes slowly.