**We've all played some clunkers in our time, but what what are the roots of a bad game's troubles? Could it be the person at the end of the controller? Could we be doing it wrong? Today, Jorge and I talk about the line between a bad game and a bad player. Inspired by Sean Sands' thoughts about getting a new perspective on games he hasn't liked, we discuss the search for a clear vision. We touch on everything from Kinect Star Wars to Far Cry 2, and have a great time searching for the good in even the most tedious experiences. As always, feel free to jump into the comments with your thoughts!
Some discussion starters:
Has there ever been a time when you realized you were playing a game "wrong?" What prompted this realization?
What kinds of things do bad games teach us? Is "bad" more of a relative concept based on popular conventions than an absolute category?
To what extent should developers guide players toward the standard or "right" way to play?
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Show notes: