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M. T. Locatelli's avatar

I'm very curious about this philosophy of missability. No, let me rephrase it: I think this philosophy of missability is novel, and lovely.

I recently watched a video by a game developer who was warning viewers against content and reward, saying that sometimes games end up smaller than imagined because no exec likes the idea of paying money for content that the majority of players will miss (I have paraphrased, of course, so don't quote me on that). I'm guessing that this is wildly different in an indie environment, where you don't have an exec scoffing at creative ideas just because they require more time and money...

Anyway, I like the philosophy because it helps conceptualise games in a more holistic way, and because it also validates those players (like me) that don't necessarily finish games, or complete them 100%. What inspires this philosophy in you and Marina? Is this a response to other games, or something completely new? I think that there's a misconception about having to understand media completely to thoroughly enjoy them (or to have the right to talk about them), but any experience of media is by definition limited, therefore different and multifaceted. The idea of 100%ing games rubs me the wrong way for reasons that I should not get into, so missability as a purposeful design element fascinates me, and if anything, I think it would inspire me to replay the game, instead of feeling bad about not seeing everything in the first place.

Thanks for the lovely devlog!

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