Language, history and curiosities in games.
There are few things that can ruin a game like a bad first experience.
By designing (or curating) experiences with care, we can move the study of difficult subjects from merely the passive realm of reading and watching videos and bring it into the interactive world that encourages shared exploration and discourse.
Ultimately, of course, we don’t care about creating either stories or games—we care about creating experiences.
When I design a new game, I try to think about what I want the players to be experiencing, then come up with mechanisms to create that situation.
When people play games, they have an experience. It is this experience that the designer cares about. Without the experience, the game is worthless.