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One analogy I've been considering is to take web-games as a model. On a web game, the game is not "ownable". It is controlled and hosted by the developer, and only played by the player. If there are no rules or tutorial provided, then the game itself will not serve as instruction, but can be a model of behavioural cause and effect. Experiment. Push buttons and pull levers. See what happens. Building that kind of asymmetric (player/GM? player/game?) experimentation into a tabletop game may be an option.