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Mechanics are a tool to getting somewhere. Once you know the kind of experience you want the player to have, that’s when you select the mechanics that will best fit that.

This always happens with our games – we start off with more mechanics in there, then we work on it and test it, and realize those mechanics are just getting in the way. We really want this to be about the player and the story, and anything that gets in the way of that is kind of problematic.

— Dan Pinchbeck

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