In that way, Living Ink and ItzaBitza go where our grammar school teachers never could, by measuring kids’ success not by their ability to faithfully reproduce a typical, generic house, but instead by their ability to interpret direction and think for themselves.
Duncan, Sabi’s Creative Director and Living Ink’s designer, said it best when Ian spoke with him about it: "We experimented with versions where the child could just draw anything and leave it be, but it wasn’t compelling. Children need some goals and rules, but also an opportunity to push back at them."
This ‘soft’ intelligence means any game driven by Living Ink is doubly compelling. Long after most reading games drive kids away, a Living Ink game keeps their attention. Kids can stretch the rules of the game to the utmost, using their imagination to be silly, creative or both.
If they can get us to stop playing, anyway.
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