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milkyjoe said:

What I don't get about that is that in the two examples of games done right provided in the article (Limbo/Flower), you are just doing the same things through different levels, just in an arty shell.

Good point. He must be confused. Though I consider the direction he is looking for very noble and desireable, I'm not sure he really fully understands what he himself wants. Probably what he meant about flower et al was mostly in the sense of breaking the game mechanics mold, but it wasn't brought up to address redundancy.