Guest Column by: Jay Treat
A friend of mine has been thinking about a game for years that lets your group play as the crew of a starship bridge. Each player would play his own mini-game that determines his station’s performance and the group’s individual successes would add up to determine how successful the mission is for the whole team.
It's been some time since I've said or written anything substantive about any of my new projects. One has more or less taken the slot of lead design, primarily as I have more ideas for it and was able to answer sufficient questions to push it forward.
Please keep in mind that the below piece, largely based on a single game, is NOT a review. I've played it only twice. As a designer I was inspired by our experience last night and I've spent the past few hours thinking about how I can attempt to bake that experience into my own designs.
It is quite common (and enjoyed) for bloggers to write about the best games of the year, or their recommended holiday purchases. I'm not quite qualified to do either, nor did I play enough 2012 games to really feel comfortable filling a list.
A few friends on Twitter recently began a short debate regarding tying in a game. More specifically, what should the designer do (if anything) to reduce the chances of a tie. Furthermore, they pondered whether ties are bad in the first place, and what a reasonable tie breaker is.
Guest Column by: Jay Treat
I learned several valuable lessons at Metatopia a few weekends ago.
Firstly, there is no such thing as bed-time. You will be up late. Every night. And you will love it.
Secondly, making connections—the kind that lead to dream jobs—isn’t as hard as I thought.
I'm designing three different games, all within a science fiction theme. Although I'm not actively pursuing this or worrying about it, it would be interesting to have 3 different stories and experiences within this one universe.
I've been rather quiet lately, primarily because I don't have much to say. I find that I have many opinions on process, theory, and practical design when I'm deeply involved in a project. After all, when I'm testing and developing the game I find all sorts of topics simply as a result of what I'm doing.
Post by: Grant Rodiek
I've been designing a co-op game for a short while now. Typically when I design a game, I'm also writing about the game. As soon as I wrote that I was working on a cooperative design, I learned that people are really excited about co-op and they are obsessed with the dominant player issue.
Fresh Air is an outstanding interview program that airs daily on my NPR station. The host, Terry Gross, interviews writers, comedians, musicians, politicians, scientists -- anyone really -- and rarely lets me down.