Steve D is reviewing Gumshoe over at his place, and his latest post raised a couple of interesting turns of phrase that I 1) wanted to share; and 2) I wanted to talk about.
Monday, January 9, 2012
Friday, January 6, 2012
This is continuation of my theft of John Adamus' piece on The Beat of Game Design. The first part dealt with Adamus' five questions of designing a game, i.e., what are the rules designed to accomplish. The second part deals with how is the game structure - what makes up the beginning, middle, and end of an arc, and how does it feed into the next cycle?
I'm going to steal a page from my friend Stu and start using this blog to save links to neat gaming articles I find on the web. I would have used Reader once upon a time for that; however, the share function is dead, so it is too much a pain to add a single article and then add to Facebook.
Fred Hicks (of Evil Hat) linked to article which I found useful for two different concepts. The first is game design. I am a system monkey and every so often, generally when work is slow, tinker with a concept or three. No real reason behind it, just for the joy of tinkering. I generally call this my Artemis project because it'll definitely me shooting the moon if it ever goes anywhere.
But I digress. As I do. Let's get into the actual piece.