I have been working on a few games concurrently, and one of them is a genre-mash-up somewhere between a TCG and a tabletop RPG. For the sake of discretion, let's give this project a codename: Nalpha.
So, I've been working on this project for a couple weeks, and there was a bit of a gimmicky hook to the play action; the cards were used in a physical way as a game element that cards usually aren't. Yes, I know I'm being guarded with my description, but bear with me. I wouldn't probably be talking openly about this game at all, if not for the developmental crossroads I find myself at.
Thursday, October 29, 2009
Wednesday, October 21, 2009
More on Learning and Gaming
I think there is something intrinsically human in our need to learn. This, of course, transcends academics and/or the assimilation of data. But learning is one of the most gratifying experiences within the scope of humanity. Learning can manifest in many ways, based on the objective.
One form of learning is mimicry. This is a performance-oriented mode of learning. On one end of the spectrum would be learning a fixed dance step. On the other, perhaps would be conjugating Latin verbs. One improves simply by doing what an authority does.
One form of learning is mimicry. This is a performance-oriented mode of learning. On one end of the spectrum would be learning a fixed dance step. On the other, perhaps would be conjugating Latin verbs. One improves simply by doing what an authority does.
Wednesday, October 7, 2009
The Learning Curve
This week I had the privilege of demo-ing my card game with a friend of mine I only see occassionally. After the game I thanked him for testing for me and his response was this: "No problem. I think I make a good tester because I am a slow learner."
I thought his comment was at once endearing (there was no hint of false modesty in his face or voice) and instructive to me. He had fun playing... not merely because the game ran well but because, by his estimation, he understood the game well by the second or third turn.
I thought his comment was at once endearing (there was no hint of false modesty in his face or voice) and instructive to me. He had fun playing... not merely because the game ran well but because, by his estimation, he understood the game well by the second or third turn.
Wednesday, September 30, 2009
Just a brief update...
I got my first rejection letter! I know, I know. You're all very proud of me. Well, I'm proud of myself as well.
Truth is, I didn't expect my first submission would be a success, and the critique offered was justified. To be transparent, I identified the objections raised before I ever thought about sending my game off for publication.
But, the gentleman who I corresponded with could not have been more courteous and encouraging. My supervisor at my actual job described the letter as "The nicest kick in the nuts" he'd ever read. I'm heading to the next company with my game, so we'll see.
Truth is, I didn't expect my first submission would be a success, and the critique offered was justified. To be transparent, I identified the objections raised before I ever thought about sending my game off for publication.
But, the gentleman who I corresponded with could not have been more courteous and encouraging. My supervisor at my actual job described the letter as "The nicest kick in the nuts" he'd ever read. I'm heading to the next company with my game, so we'll see.
Monday, September 14, 2009
Theming Part Two
The card game I wrote about in my previous post on theming is coming along. At this point it is an actual game... not just a mocked-up idea of a game. I have a design for some poker-sized cards (though some real ART would be nice).
Which means, of course, I'm already knee deep in my next game idea. I know, I know. But I can't help it.
Anyways, most recreational projects I take on start by setting a novel goal for myself. So, I decided I'd try to make a game that would score well on Garfield's Cosmic Poker scale. To do so I thought I'd try my hand at a new genre: Designers games (a.k.a. Eurogames). Now, I make no guarantees that I will actually accomplish said goal, but it at least got the ideas flowing.
Which means, of course, I'm already knee deep in my next game idea. I know, I know. But I can't help it.
Anyways, most recreational projects I take on start by setting a novel goal for myself. So, I decided I'd try to make a game that would score well on Garfield's Cosmic Poker scale. To do so I thought I'd try my hand at a new genre: Designers games (a.k.a. Eurogames). Now, I make no guarantees that I will actually accomplish said goal, but it at least got the ideas flowing.
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Labels:
board game,
cosmic poker,
game design,
gaming,
learning,
theme,
theming
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