The kids are playing with some Pokemon cards, having no idea how the game works. They’re making their own games to play with them, and learning to *create* fun.

This is better than most game design classes they could take.

@OffTheBooks I truly think that the #gamedev discourse should more emphasize creating toys than designing experiences.

Minecraft is perhaps the purest form of a digital toy. Subnautica has a simple story, but that exist primarily to give hints to players to where they can find new toys and challenges.

Many #ImSim games give you a lot of gadgets, but still want you to play out a pre-written story. I think there's still huge spaces of game structure and gameplay to explore.

The best thing about designing your game as a toy instead of a story, is that you can have the full experience playing with it yourself.
@yora @OffTheBooks I don't think either design strategy is bad, but the consolidation toward creating a refined product is palpable.
@brycedixon @OffTheBooks It's not bad. Everything has its purpose.
But I think the discourse about some kinds of entertainment software tends to neglect other kinds. And by simply covering all types under the great generic category of "games", the prominent focus on one type of game drowns out conversation about others.