Thursday, April 28, 2005

A thought about game design

I'm recalling a conversation I had with Vincent about our own games, and the games that our friends are working on, and what has gone wrong, and some conversations with friends recently about their game designs, and I have come to this conclusion:

Your ability to design a good game is totally reliant on your ability to understand, overcome, and express your personal failures.

This is also true for other kinds of art, I imagine.

4 Comments:

Blogger Matt Snyder said...

Agreed: Full circle

5:46 AM  
Blogger Ben said...

I noticed that.

I'm glad your doing it for purely selfish reasons: I wanted to buy Nine Worlds, but I couldn't understand it.

Maybe this year?

6:27 AM  
Anonymous Chris said...

Isn't this generally true about any endeavor in life?

I'd also add that the longer term the project is, the more that applies... you can overcome your personal problems for short periods easily, but to really handle them in the long run is where it counts. Hence why marriages & raising kids are some hard stuff to handle.

8:30 AM  
Anonymous Emily Care said...

It holds true in a couple of ways for rpg design: what you overcome you learn the most from & so can bring the juiciest stuff from into your creativity. But also, if you can't learn from your mistakes, you won't make it through the process of designing a game or writing a book. Or if you do, it will be weaker for it.

1:28 AM  

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