In which David rambles about why Caddishness is a character attribute in Dungeons of Dredmor
I was listening to some podcast on RPG design a while back, I forget the name of it (killer opening, eh?), and there was a line of thought brought up that went something like: “What is your RPG about?” “Hope.” “Why isn’t that a stat in the game?”
And this struck me: A game is about the mechanics of the game, regardless of what overt theme is overlaid in stilted cut-scenes. The optimal gameplay path is the message.