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Well Played 2.0: Video Games, Value and Meaning - OpenLibra

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my way through the dungeons. And finally returning to good old tabletop,<br />

I wanted to explore most deeply the parts of the game that the<br />

computer limited, true interaction with npcs, <strong>and</strong> an emergent betrayal<br />

plot.<br />

These urges are perhaps natural. As Bogost <strong>and</strong> Monfort note, the<br />

game is naturally shaped by the platform it is designed for – <strong>and</strong> Pool of<br />

Radiance was originally designed for the tabletop. It is designed to make<br />

best use of the affordances <strong>and</strong> restrictions of playing a game around a<br />

table with friends, <strong>and</strong> feels occasionally clunky when forced to be experienced<br />

through another platform. To take a game effectively to multiple<br />

platforms, this suggests a need to redesign from the top, taking into<br />

account a new set of affordances <strong>and</strong> restrictions based on the game’s<br />

new platform.<br />

Pool of Radiance, <strong>and</strong> games in general, give naturally to Barthes’<br />

view on readers authoring texts. And just as a platform becomes a major<br />

component of how the player views the text, not only in the current experience,<br />

but also by shaping future lenses for the player if they approach<br />

the text again. Pool of Radiance takes natural advantage of this,<br />

by creating a malleable, provocative text through its rules, events, characters,<br />

<strong>and</strong> environments.<br />

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