Discussion about this post

User's avatar
Neural Foundry's avatar

The forgiving vs punishing split holds up way better than the literacy angle. I've seen game-literate players bounce off Dark Souls-style punishment but sink hours into Stardew or Animal Crossing, and vice versa. The Bejeweled example is sharp, no penalty for swapping wrong gems was genius beacuse it removed the fear of experimentation. What stuck with me is how casual players in the survey played everyday but still self-identified as casual, that suggests the label is more about relationship to chalenge than time commitment. The cosy games boom kinda proves the forgiving model was just waiting to scale.

1 more comment...

No posts

Ready for more?