This is a companion piece to Josh’s blog about curating ideas. My method of curation is slightly different to his; but I wanted to talk first about my process getting from a game idea to a first draft. Full disclosure… I am an incorrigible consumer of productivity systems and books about ‘getting creative work done’. I love reading about […]
Category: Design process
How I curate my ideas
It is fashionable in game design circles to say that an idea is worth zero dollars. This is meant as a rebuttal to people who try to sell you their brilliant idea for a game. Which, fine – those people can’t really sell you an idea anyway, so that is indeed worth zero dollars. But […]
Flotsam: Adrift Amongst the Stars – playtesting
I’ve just completed a full version of Flotsam for external playtesting! Flotsam is a roleplaying game about outcasts, misfits and renegades living in the belly of a space station, in the shadow of a more prosperous society. The focus of the game is on interpersonal relationships and the day-to-day lives and struggles of a community […]
Game feedback: different kinds
I was listening to one of the Metatopia panelcasts from last year, and the panelists[*] mentioned that there are different types of feedback and wouldn’t it be nice to have a way to say what kind of feedback you wanted. Well, I agree, and it’s something I’ve been meaning to write about. So here goes. […]
Playtesting: some reflections
Lovecraftesque playtests I’ve collated the information from the first Lovecraftesque external playtest and I thought it might be useful to discuss it here. I’m not going to talk about our game, instead I’ll be talking about the playtest in more general terms, in the hopes of deriving some more general lessons about playtesting. Recruitment We […]