Lewis Pulsipher's Expert Blogs
Categorizing aspects of game design in groups of two or three frequently promotes critical thinking. Here's one attempt (via a short video) to categorize game players by the nature of the games they prefer.
Categorizing aspects of game design in groups of two or three frequently promotes critical thinking. Here's one attempt (via a short video) to categorize game designers.
As Voltaire said, "A witty saying proves nothing." But some sayings can help people think about something in a new way. So I included in my online audiovisual class Learning Game Design a list of quotations, as a way to break up a long series of videos.
Traditionally, a game designer wanted to put the players of a game “on the horns of a dilemma”, trying to decide between two or more things the player wants to do when he can only do one. Now, that's rarely the goal.
I sometimes see or hear game designers advise novice designers to "play as many games as you can". I disagree. Game designers need to spend their time efficiently, just like anyone else. Playing games (other than their own for testing) is not efficient.
This time the challenge is this: say six words about the role of inspiration in game design.
This is a short (10 questions, five minutes or less) survey for people who call themselves game designers, video or tabletop (which is as good a way to define who game designers are as any other). http://www.surveymonkey.com/s/JNQXBBS
This time the challenge is to say something in six words about: "If I could give any present to the game industry this Christmas".
(And also a game designer survey.)
Here's the kind of really sad story you hear sometimes from novice designers, who spent "seven years and a million dollars" developing a game that couldn't possibly bring in that much money, or be worth that time. How to be taken seriously by publishers.
This time the challenge is this: say six words about role-playing games.
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