anyway.
A Penny for Your Thoughts


On 2006-01-13, Metal Fatigue wrote:


CS wrote, in the margin:
pull is followed by give (as in gift) as push is followed by give (as in fall back)
OK, that's a good word. I vote we add it to the lexicon along with "push" and "pull."

So in (to take an example) Sorcerer, the mechanics encourage a cycle of "push hard--give, then push back harder," which builds to the dramatic climax. Ditto Dogs.

Interestingly, both of those games have an explicit pull technique in character creation: Kickers in Sorcerer, initiation conflicts in Dogs.

This reminds me...
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anyway.