version 0.8 Something I’ve been thinking on for quite a while, but reading this manifesto on the Trick’s Tales blog finally got me to write this up… version 0.1 anyway. And, of course, this is a personal manifesto that influences my commercial work, but isn’t a limit to my commercial work.
Game Design Manifesto Fight the difficult problems. For example planning, executing, and resolving simultaneous moves is very difficult, especially in person, but that’s why this is a personal manifesto. I need to try and go where others haven’t, to avoid competing over the same ideas, or through failure illustrate and document what cannot work. When possible all games have online and/or hybrid and/or solo options. IGOUGO1 is easy to adjudicate but it suffers from being unrealistic and with many designs it reduces player engagement while the inactive players wait for the game state to change. Designing “We-Go” methods is more challenging, but has many benefits and is more realistic. Dispensing with “turns” is next, different actions require different levels of commitment to removing other options, a game should reflect that. The speed of decision making is a factor in real world success, games should reflect that. ( I’m hardly the first to think this ).
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