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 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.
In the past I've asked people to say 6 words about various topics in games. This time the challenge is this: say six words about game sequels.
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