No, what I mean is that Minecraft already has feedback. I'm saying that the Minecraft world is designed in such a way so that the feedback mechanism is a part of the world. It is an excellent example of invisible feedback systems. You think and play, then your creations are a reflection of what you did. The design is so simple and elegant it is easy to miss what's going on with it.
Recording a game session and having a commenting Luigi are the same thing. I'm drawing an umbrella called "shit that gives feedback on things the player did." Both of those examples fall under that umbrella. I am showing you how wide that umbrella is.
You prefer books to lectures sometimes because they focus on a different part of your mind. Notice that a book has a much higher ratio of author effort to reader effort than a conversation does (between speaker and listener). So the comparison doesn't work.
So in a sense the book opens up a "richer pipeline" in a different way. The book increases the content the author can pump into you by giving him a lot of time to prepare what he says. Face-to-face increases the pipeline in a different way. In both cases you prefer the large pipeline.
"Shared" experience is an abstract term. For example, consider this
juiciness talk, that I've seen on this forum before. The guys put a face and eyes on a breakout paddle, changing how the game feels dramatically. They put personality into the feedback system. Bonus!
Half-Life 2. My buddy loved the guys you get who act as your fire team in the latter part of the game. They shout things out, tell you to reload and stuff. That stuff is small but very effective. The dog in Secret of Evermore follows you where ever you go. He also attacks, and lies down when he dies. Small feedback that is, but very powerful. The lying down dog makes you really feel the desperation of your situation.
Bubsy tapping the screen when you take to long to interact with him; the Skies of Arcadia characters breathing hard at the end of a battle saying, "that was close;" having the cheer squad roar when you get a killer smash in Smash Bros; all of these things are small reflections on what the player is doing. They don't change the mechanics. They just make a statement about what the player is going through mentally, and the effect is enormous.
I think we always agreed. There's no argument here. This is about language I think. But for the purpose of discussion I'll dig wherever. Yeah, feedback should be thought through carefully. You have to be very careful with what you say. Think of the player as a person on the edge of a cliff, suicidal. What do you say? You choose your words carefully. That's how it has to be.
I think more feedback is always better though. You always want more feedback from your friends, parents, g/f, teachers etc. Games are about feedback. They are movies with feedback. Why would you not want to increase that? You just have to do it smartly. That's the key idea: smartly.
Sometimes you need to design more game to give more feedback. You'll have to create new contexts to support the feedback. But more feedback is always a goal.
(phew. nice convo)