Friday, May 11, 2012

Calling The Muse...


It's Friday, so that means Friday Night Magic. Usually the store would be very busy, but I'm not so certain that tonight will be the case. Finals week at the local university has pretty much ended, and much of the student population has bolted town. As a store, we have a very strong local customer base, so summer doesn't affect us as much as it affects other places. We are quite lucky in that respect.

My game thoughts are still jumbling, but ideas are beginning to sift free. One thought I had was to attempt to refocus this blog to be less of the "fool in the sweater vest and tie" and more of a design journal aspect. What I am after with the design journal, though, is raw design as it happens. Instead of posting notes on design decisions and why I made said decisions, I want to just start typing game material into a blog entry, haphazardly, without any thought of why I am typing what I am typing. I want to let readers see creativity in a raw, unmasked, unfiltered, unedited form. The general idea would be to dedicate one day a week to designing a game. Using that time to put thoughts together into electrons, and letting y'all see the journey.

 Is this something folks would be interested in?

-- GopherDave

4 comments:

  1. I sure would. I'm always interested in how other people do this sort of thing.

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  2. Second that. It's why I'm here. I just finished reading all of Lo's Intelligent Design and the accompanying interviews, and your conversation with her was one of the most interesting.
    I'd like to hear more of your ideas on game design, your opinions in some detail on existing systems and why you've created six systems in the past instead of "perfecting" one (along with any details you'd care to share about them, especially differences).

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  3. Why design six systems instead of just one?

    Mostly gamer AD/HD. I'm easily bored, and get tired of ideas rather quickly. That said, I do try to learn from the good and the bad of each design I do, so each system helps build the next. The most number of systems I've worked on at the same time was three, and all of those followed similar design philosphies, but with different resolution mechanics.

    My current design (DICEBAG) is actually a severe revision of one of those systems that currently looks almost NOTHING like its original iteration, but definitely owes a lot to what learned in designing the original.

    I am currently polishing up a chuck of the text, and am looking to make what I have available for perusal in the near future.

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    Replies
    1. Very cool. I look forward to seeing it when you decide to make it public.

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