Fans have pledged $11M to a Dungeons & Dragons group because they champion safety and inclusion. Does this have larger, real-world implications?
A game's cues and feedback shouldn't quell the impulse to take a risk, shouldn't smother learning before it can happen. If XP measures learning, then losing XP for dying is wrong.
When a game does engage with what's sublime in being human, it often still reverts to staid larger-than-life tropes. However, what I'm looking for is the adventures of the everyday.