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Moon Hunters: A Game That Succeeds
Shattered Planet suffered from looking at the minutiae and not thinking about the gestalt, I guess. Moon Hunters was sort of a very clear reaction to a lot of that. So defining like, well, why was exploring the darkness, what is the player experience there that I was actually trying to capture? And does that fit RPG mechanics at all? And if so, why or why not? In retrospect, I think there were multiple problems with the way we developed it.