{"author_link":"\/users\/gord10ahmet","author_name":"gord10ahmet","author_uid":"gord10ahmet","comments":[],"epoch":1726753813,"event":"LD56","format":"md","ldjam_node_id":396314,"likes":11,"metadata":{"p_key":"206947","p_author":"gord10ahmet","p_authorkey":"1026711","p_urlkey":"443713","p_title":"Interpretability for story or mechanics","p_cat":"LDJam ","p_event":"LD56","p_time":"1726753813","p_likes":"11","p_comments":"0","p_status":"WAYBACK","us_key":"1026711","us_name":"gord10ahmet","us_username":"gord10ahmet","event_start":"1728000000","event_key":"115","event_name":"Ludum Dare 56"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD56","removed_author":false},"_superparent":395186,"_trust":1,"author":26711,"body":"What makes a theme good? There are many factors, I believe one of them is being interpretable for either a background story or mechanics. Like **Summoning** allows a game where we literally summon fiends to assist in the game, or a game we are a skater trying to reach the court we are summoned.\n\nThis interpretability allows both bottom-up and top-down game design. I think the reason why most recent Ludum Dare themes are like this, they satisfy both designers with bottom-up and tow-down approach.","comments":1,"comments-timestamp":"2024-09-19T18:49:53Z","created":"2024-09-19T13:30:48Z","files":[],"files-timestamp":0,"id":396314,"love":11,"love-timestamp":"2024-09-23T11:48:41Z","meta":[],"modified":"2024-09-23T11:48:41Z","name":"Interpretability for story or mechanics","node-timestamp":"2024-09-19T13:50:13Z","parent":396313,"parents":[1,5,9,395186,396313],"path":"\/events\/ludum-dare\/56\/play-with-me\/interpretability-for-story-or-mechanics","published":"2024-09-19T13:50:13Z","scope":"public","slug":"interpretability-for-story-or-mechanics","subsubtype":"","subtype":"","type":"post","version":1240755},"node_metadata":{"n_key":"396314","n_urlkey":"443713","n_parent":"396313","n_path":"\/events\/ludum-dare\/56\/play-with-me\/interpretability-for-story-or-mechanics","n_slug":"interpretability-for-story-or-me","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"26711","n_created":"1726752648","n_modified":"1727092121","n_version":"1240755","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/56\/play-with-me\/interpretability-for-story-or-mechanics","text":"What makes a theme good? There are many factors, I believe one of them is being interpretable for either a background story or mechanics. Like **Summoning** allows a game where we literally summon fiends to assist in the game, or a game we are a skater trying to reach the court we are summoned.\n\nThis interpretability allows both bottom-up and top-down game design. I think the reason why most recent Ludum Dare themes are like this, they satisfy both designers with bottom-up and tow-down approach.","title":"Interpretability for story or mechanics","wayback_source":[]}