{"id":190,"date":"2008-01-25T19:46:51","date_gmt":"2008-01-25T19:46:51","guid":{"rendered":"http:\/\/decisionproblem.com\/seminar\/?p=190"},"modified":"2009-01-14T19:35:18","modified_gmt":"2009-01-14T19:35:18","slug":"the-designers-dilemma-picking-up-the-pieces","status":"publish","type":"post","link":"https:\/\/gamedesignadvance.com\/?p=190","title":{"rendered":"The Designer&#8217;s Dilemma: Picking Up the Pieces"},"content":{"rendered":"<p><a title=\"American Roulette\" href=\"http:\/\/www.divshare.com\/download\/3600625-1dc\">http:\/\/www.divshare.com\/download\/3600625-1dc<\/a><\/p>\n<p>Game design, like writing, can be a lonely job. At least that&#8217;s my experience. It makes a certain amount of sense, as I&#8217;m the type who concentrates on the single-player experience. In that sense, solitary design is just as empowering as solitary writing, though it falls prey to the same obstacles, especially when it comes to ideas. When you&#8217;re at a loss for words, you call it writer&#8217;s block.<\/p>\n<p>When you&#8217;re at a loss for rules, though&#8211; well, you can read the title of this article, can&#8217;t you?<\/p>\n<p><!--more--><\/p>\n<p>Now, over the break I set to work on putting together a game that wouldn&#8217;t have to kowtow to an audience of sheltered children&#8211; I agree with the criticisms from last time, and I&#8217;ll admit those were the first things I wanted to correct this time out. A lot of the design problems of &#8220;Dental Asylum&#8221; were pretty much dictated by the constraint of making a game you couldn&#8217;t lose, which necessitated a frustrating excess of the whole &#8220;cul-de-sac&#8221; mechanism of gameplay&#8211; namely, talking in circles. I believe in using that mechanism in speech-tree games, as I believe it&#8217;s something that happens much more frequently in our own day-to-day conversations than we&#8217;re aware of, but only as far as it serves in channeling the flow of the design, rather than standing in the way. Therefore, for this new chapter in the Designer&#8217;s Dilemma (or should it be the Player&#8217;s Paradox?) I&#8217;ve done my best to restrain those cul-de-sacs, and reserve them only for the moments where endless frustration makes the most amount of sense.<\/p>\n<p>It really shouldn&#8217;t be any surprise, then, that the best cure for writer&#8217;s block in this case turned out to be a nice, healthy argument and some very unhealthy thinking.<\/p>\n<p>As for the rule-set itself, there&#8217;s more of an attempt to concentrate the end-game conditions in a more cohesive manner. I don&#8217;t want to say too much, as I am genuinely curious to see whether or not they can make sense on their own. Central to this game, though, is knowing the difference between closed and open questions&#8211; Choosing &#8220;Yes&#8221; or &#8220;No&#8221; before &#8220;Question&#8221; lets you ask a yes-or-no query, while choosing &#8220;Answer&#8221; before &#8220;Question&#8221; results in a who-what-when-where-why-how inquiry. Granted, this is the sort of thing that shouldn&#8217;t be spelled out ahead of time&#8211; I&#8217;m a firm believer that good games teach you how to play them, rather than force you to look up the instructions&#8211; but that&#8217;s something I&#8217;ll just have to keep in mind for the next prototype.<\/p>\n<p>As always, constructive criticism is appreciated and looked forward to. Apologies in advance for anybody who can&#8217;t open PowerPoint. Until next time, pleasant dreamers, keep hope alive!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>http:\/\/www.divshare.com\/download\/3600625-1dc Game design, like writing, can be a lonely job. At least that&#8217;s my experience. It makes a certain amount of sense, as I&#8217;m the<\/p>\n","protected":false},"author":19,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12],"tags":[],"_links":{"self":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/190"}],"collection":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/users\/19"}],"replies":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=190"}],"version-history":[{"count":1,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/190\/revisions"}],"predecessor-version":[{"id":1105,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/190\/revisions\/1105"}],"wp:attachment":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=190"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=190"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=190"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}