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"As Hecker suggested, though, that crucial consideration of the "why" of game development — along with related questions like "What are you trying to say to people?" or "What influenced this?" or "Are you trying to say anything at all?" — seems to be less important in this medium than it is elsewhere. That's understandable, since "fun" can be pursued for its own benefit, and to great and impressive effect. Surely we've got that covered by this point, though, and there's bandwidth for more." Chris Remo thinks out loud for a bit.