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Making Games

Drawing the Line

February 10, 2016 by Ethan Leave a Comment

Marcel Duchamp's FountainI have had three careers in my life: game developer, contemporary artist, and professor of both. Being a contemporary artist comes with the knowledge that a significant portion of society is hostile to what you are creating. When people outside of the insular art world view your work, there is a good chance that they think “that is not art,” even if they are polite enough not to utter it.

Lately, I have been hearing similar statements in the game world; that a given interactive fiction, or a role-playing game, or a massively multiplayer game is “not a game.” Sometimes the dismissal seems motivated by a desire to protect some cherished form of game, other times it comes from a more dryly academic desire to define and categorize.

Read the rest of the essay on First Person Scholar

Rulebooks & Game Design Documents

December 5, 2015 by Ethan Leave a Comment

Galva

Galva is the Bradley University student game that won Best Rulebook and 2nd Best Overall Game Design.

My Bradley University sophomore game design majors did an outstanding job in the BoardGameGeek Mint Tin Game Design Challenge. That competition involved creating a board game that can fit inside an Altoid’s tin. Among the honors received was 1st place in the Best Theme category and 2nd place in the Best Overall [Game] Design category. The BU students also took home 1st place in the Best Rules category.

Becoming skilled at writing tabletop rules is good preparation for writing video game design documents. Game design documents (GDDs) are written by video game designers in order to provide programmers with a blueprint for building the game. A game designer who can write a good tabletop game rulebook, will probably be able to write outstanding video game GDDs. Rulebooks are more difficult to write than game design documents because they need to be polished and comprehensible to a wide spectrum of readers. In contrast, video game design documents are internal and for the development team. Whenever the document is unclear, the team members can simply ask the designer for an explanation (as opposed to having to puzzle it out for themselves).

See also: Rulebook Roundup

Presenting at IndieCade

October 9, 2015 by Ethan Leave a Comment

I’ll be presenting at IndieCade later this month. I’ll be sharing the session (Board Game Design & Development) with Tim Fowler, who has designed (among other things) Paperback. I’ve been wanting to play the game, but it’s currently sold out until later this month (maybe I can get one at IndieCade?).

So if you’re at the conference this year, stop by and see what Tim and I have to say!

 

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