Cracking the Code

I am in search of the perfect game. That game, which has not yet been made, that will incorporate my love of material culture and artful activities. It will avoid the endless battles and dungeon crawls that appear to be the foundation of so many RPGs as well as the manic task-based spamming of Facebook games. Yes, I
am female and most games are not written with me in mind as evidenced by my recent experience with The Witcher (CDProjekt, n.d.). Now, don’t get me wrong, I loved The Witcher but how odd for me to play through the eyes of a noble-hearted mutant who, basically, slept with every girl he met and then collected
sex-memento cards. “Wow! So that’s what it’s like to be a Don Juan,” I thought to myself. It eventually dawned on me, however, that the male players were probably thinking the same thing. I felt both curious and creepily voyeuristic, peeking into a male fantasy like that. But I digress. Let’s return to my main point which is that, having given up the idea that any game company will ever make my perfect game, I decided to work towards the development of said product myself. 

Untangling Game Structure, Properties and Player Experience
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