game text creates good play (intent of designer)

game text provides contingent tools that can produce good play in use, good play is ab choosing the right tools (intent of the group)

good play is what good players do, game text provides examples, encouragement, apprenticeship
i agree that the last two look similar on their face, which is why i think the utilitarian/virtue metaphor is useful. it gets at the difficult-to-communicate difference i see in them. i dont think the language is quite right for either of them
another way to tease out the difference between the last two is that perhaps in 2 the designers intent is mediated by the group or vice versa

in 3 the designers intent has little to no bearing
its the difference between a book with instructions for building This Table (you might do it differently, but the instructions are for This Table), and a book about joinery for making tables perhaps
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