Or a really pretentious way of saying “does your game work?” This is something that is important to me on a design level: is the game fun and does it do its job? Which in this case is be fun. To find out what is fun and what isn’t for my games I try the game out, watch others try it out, tweak rules, play again, play games like my game, and repeat. Playtesting is a never-ending cycle of assessment in ludology. Continue reading “The Invisible Hand of Game Design”
Ideas are fleeting… or was it fleeing? Whichever it is for you–ideas are hard to keep a hold of. For me I get so many random ideas it becomes hard to keep them all. I want to make so many things that sometimes I feel like I’m trying to save the Titanic from sinking one coffee cup full of water at a time. So I’ve developed a system to remember my ideas (good and otherwise).